My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Baby Dragon Ice Wizard Electro Wizard Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Battle Ram Baby Dragon Ice Wizard Royal Ghost Electro Wizard Inferno Dragon

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram

Damage spells

Spells in your deck. Having at least one or two is recommended.

Poison

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Battle Ram Royal Ghost

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Battle Ram Baby Dragon Royal Ghost

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Royal Ghost Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Battle Ram Guards Inferno Dragon
Giant Snowball
Battle Ram Guards Baby Dragon Inferno Dragon
Zap
Battle Ram Guards Inferno Dragon
Barbarian Barrel
Battle Ram Guards Ice Wizard Royal Ghost Electro Wizard
The Log
Battle Ram Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Battle Ram Guards Baby Dragon Ice Wizard Royal Ghost Electro Wizard Inferno Dragon
Fireball
Battle Ram Baby Dragon Ice Wizard Electro Wizard Inferno Dragon
Poison
Guards Ice Wizard Electro Wizard
Lightning
Battle Ram Baby Dragon Ice Wizard Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Poison Ice Wizard Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Battle Ram Guards Baby Dragon Poison Ice Wizard Royal Ghost Inferno Dragon

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Ice Wizard Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Guards Ice Wizard Royal Ghost Battle Ram Baby Dragon Poison Electro Wizard Inferno Dragon

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

13 Guards Ice Wizard Royal Ghost Battle Ram

Attack Synergies 1 9

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Battle Ram
Poison Baby Dragon Royal Ghost Electro Wizard
Guards
Baby Dragon
Battle Ram Poison Ice Wizard Electro Wizard Inferno Dragon
Poison
Battle Ram Baby Dragon Royal Ghost
Ice Wizard
Baby Dragon
Royal Ghost
Battle Ram Poison Electro Wizard
Electro Wizard
Battle Ram Baby Dragon Royal Ghost
Inferno Dragon
Baby Dragon

Defense Synergies 1 10

Battle Ram
Guards
Baby Dragon Poison Ice Wizard Electro Wizard
Baby Dragon
Ice Wizard Guards Inferno Dragon
Poison
Guards Ice Wizard Electro Wizard
Ice Wizard
Baby Dragon Guards Poison Inferno Dragon
Royal Ghost
Electro Wizard
Electro Wizard
Guards Poison Royal Ghost Inferno Dragon
Inferno Dragon
Baby Dragon Ice Wizard Electro Wizard

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Baby Dragon Electro Wizard
Inferno Dragon Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Inferno Dragon
Inferno Dragon Guards Ice Wizard Electro Wizard
Poison
Guards Baby Dragon Ice Wizard Royal Ghost Electro Wizard
Electro Wizard Inferno Dragon Baby Dragon Poison Ice Wizard
Baby Dragon Poison Electro Wizard
Inferno Dragon Ice Wizard
Guards Ice Wizard Royal Ghost Electro Wizard
Guards Poison Ice Wizard Electro Wizard Baby Dragon Royal Ghost
Inferno Dragon Baby Dragon Poison Ice Wizard Electro Wizard
Guards Ice Wizard Electro Wizard
Guards Baby Dragon Poison Royal Ghost Electro Wizard
Inferno Dragon Electro Wizard
Electro Wizard Inferno Dragon
Poison Electro Wizard
Guards Baby Dragon Ice Wizard Royal Ghost Electro Wizard
Baby Dragon Poison Guards Ice Wizard Royal Ghost Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Royal Ghost Guards Baby Dragon Poison Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Guards Royal Ghost Electro Wizard
Poison Electro Wizard Baby Dragon Royal Ghost Inferno Dragon
Guards Electro Wizard
Guards Electro Wizard
Guards Inferno Dragon
Poison Baby Dragon Ice Wizard Electro Wizard
Guards Ice Wizard Electro Wizard
Inferno Dragon
Electro Wizard Baby Dragon Poison Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Guards
Guards Poison Electro Wizard
Guards
Baby Dragon
Guards Electro Wizard Baby Dragon Poison Inferno Dragon
Poison Baby Dragon Ice Wizard Royal Ghost Electro Wizard Inferno Dragon

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Poison Guards Baby Dragon Royal Ghost
Poison Baby Dragon Ice Wizard Royal Ghost Electro Wizard
Baby Dragon Poison
Guards Poison
Poison Baby Dragon
Poison Baby Dragon Ice Wizard
Baby Dragon Poison
Poison Baby Dragon Ice Wizard
Poison
Guards Poison Electro Wizard
Poison Electro Wizard
Poison Baby Dragon
Poison Baby Dragon
Baby Dragon Poison
Baby Dragon Poison
Baby Dragon Poison
Baby Dragon Poison
Poison
Baby Dragon Poison Electro Wizard
Baby Dragon Poison
Baby Dragon Poison
Poison
Baby Dragon Poison
Poison Baby Dragon Ice Wizard
Inferno Dragon
Poison Baby Dragon Ice Wizard Royal Ghost Electro Wizard
Baby Dragon Poison
Poison Baby Dragon
Poison Baby Dragon Ice Wizard Electro Wizard
Electro Wizard Guards Poison
Poison
Poison Electro Wizard
Poison
Electro Wizard Guards
Poison Baby Dragon Ice Wizard Electro Wizard
Poison Baby Dragon Electro Wizard
Baby Dragon Poison
Poison
Guards Baby Dragon Poison Electro Wizard
Poison Electro Wizard
Poison Baby Dragon Royal Ghost Electro Wizard

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