My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Godly!
Versatility
Godly!
F2P score
Mediocre

1 warnings Why?

Missing cards in your collection

Goblin Cage Royal Ghost Fisherman

Deck tips

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

Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minions Goblin Giant Electro Wizard

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.

Ice Spirit Cannon Cart Goblin Giant Electro Wizard

Offensive cards

Win conditions

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

Goblin Giant Graveyard

Damage spells

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

Zap

Punishments

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

Cannon Cart Goblin Giant Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Fire Spirit Ice Spirit Cannon Cart Goblin Giant

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.

Electro Wizard Graveyard

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
Minions Cannon Cart Graveyard
Giant Snowball
Fire Spirit Minions Graveyard
Zap
Fire Spirit Minions Cannon Cart Goblin Giant Graveyard
Barbarian Barrel
Fire Spirit Ice Spirit Cannon Cart Electro Wizard Graveyard
The Log
Fire Spirit Ice Spirit Cannon Cart Graveyard
Earthquake
Graveyard
Arrows
Fire Spirit Ice Spirit Minions Graveyard
Royal Delivery
Fire Spirit Ice Spirit Minions Cannon Cart Electro Wizard Graveyard
Fireball
Minions Cannon Cart Electro Wizard
Poison
Minions Electro Wizard Graveyard
Lightning
Cannon Cart Electro Wizard
Rocket
Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap

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.

Fire Spirit Ice Spirit

Strong when overleveled

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

Graveyard

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.

Fire Spirit Ice Spirit Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Spirit Zap Minions Electro Wizard Cannon Cart Graveyard Goblin Giant

Shortest cycle

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

7 Fire Spirit Ice Spirit Zap Minions

Attack Synergies 7 14

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.

Fire Spirit
Zap Cannon Cart Goblin Giant
Ice Spirit
Zap Minions Cannon Cart Goblin Giant Graveyard
Zap
Ice Spirit Cannon Cart Goblin Giant Electro Wizard Graveyard Fire Spirit Minions
Minions
Ice Spirit Zap Cannon Cart Goblin Giant Graveyard
Cannon Cart
Zap Fire Spirit Ice Spirit Minions Electro Wizard Graveyard
Goblin Giant
Zap Fire Spirit Ice Spirit Minions Electro Wizard Graveyard
Electro Wizard
Zap Graveyard Cannon Cart Goblin Giant
Graveyard
Zap Electro Wizard Ice Spirit Minions Cannon Cart Goblin Giant

Defense Synergies 3 14

Fire Spirit
Ice Spirit Zap Electro Wizard
Ice Spirit
Zap Fire Spirit Minions Cannon Cart Goblin Giant Electro Wizard
Zap
Ice Spirit Goblin Giant Electro Wizard Fire Spirit Minions Cannon Cart
Minions
Ice Spirit Zap Cannon Cart Goblin Giant Electro Wizard
Cannon Cart
Ice Spirit Zap Minions Electro Wizard
Goblin Giant
Zap Ice Spirit Minions Electro Wizard
Electro Wizard
Zap Fire Spirit Ice Spirit Minions Cannon Cart Goblin Giant
Graveyard

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.

Cannon Cart Zap Minions Goblin Giant Electro Wizard
Ice Spirit Zap Minions Cannon Cart Electro Wizard
Fire Spirit Minions Cannon Cart Electro Wizard
Minions Cannon Cart Electro Wizard
Fire Spirit Zap Minions Cannon Cart Electro Wizard
Minions Electro Wizard Fire Spirit Ice Spirit Zap
Zap Cannon Cart Goblin Giant Electro Wizard
Minions
Fire Spirit Ice Spirit Cannon Cart Electro Wizard
Minions Electro Wizard Zap Cannon Cart Goblin Giant
Minions Zap Electro Wizard
Fire Spirit Ice Spirit Zap Minions Cannon Cart Electro Wizard
Fire Spirit Ice Spirit Zap Minions Cannon Cart Electro Wizard
Cannon Cart Electro Wizard
Ice Spirit Zap Electro Wizard
Minions Cannon Cart Electro Wizard
Fire Spirit Ice Spirit Zap Minions Cannon Cart Electro Wizard
Zap Fire Spirit Ice Spirit Minions Cannon Cart Electro Wizard
Cannon Cart Electro Wizard
Fire Spirit Minions Cannon Cart Goblin Giant Electro Wizard

Counters to secondary win conditions

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

Zap Cannon Cart Electro Wizard
Electro Wizard Zap Cannon Cart
Ice Spirit Zap Minions Cannon Cart Goblin Giant Electro Wizard
Zap Cannon Cart Goblin Giant Electro Wizard
Cannon Cart Goblin Giant
Fire Spirit Ice Spirit Zap Minions Goblin Giant Electro Wizard
Minions Cannon Cart Goblin Giant Electro Wizard
Cannon Cart Goblin Giant
Zap Electro Wizard Ice Spirit Minions Cannon Cart
Goblin Giant
Minions Cannon Cart
Zap Goblin Giant Electro Wizard
Cannon Cart Goblin Giant
Cannon Cart
Electro Wizard Ice Spirit Zap Minions Cannon Cart Goblin Giant
Minions Zap Cannon Cart Electro Wizard

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.)

Zap Electro Wizard
Cannon Cart Goblin Giant
Cannon Cart
Fire Spirit Zap
Fire Spirit Ice Spirit Zap Minions Goblin Giant
Fire Spirit
Fire Spirit Ice Spirit Zap
Zap
Fire Spirit Minions Electro Wizard
Zap Cannon Cart Electro Wizard
Fire Spirit Zap
Fire Spirit Cannon Cart
Minions Cannon Cart
Zap Cannon Cart
Zap Cannon Cart
Cannon Cart
Minions
Fire Spirit Zap Electro Wizard
Fire Spirit Zap
Minions
Zap Cannon Cart
Zap Fire Spirit Ice Spirit
Zap Electro Wizard
Zap
Zap
Fire Spirit Zap Electro Wizard
Zap Electro Wizard Ice Spirit Minions
Zap
Zap Ice Spirit Electro Wizard
Zap Electro Wizard Fire Spirit Ice Spirit Minions Cannon Cart
Fire Spirit Zap Electro Wizard
Cannon Cart Electro Wizard
Zap
Zap
Cannon Cart
Zap Ice Spirit Minions Electro Wizard
Zap Electro Wizard
Zap Cannon Cart Goblin Giant Electro Wizard

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