My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
Versatility
Godly!
F2P score
Godly!

2 warnings Why?

Missing cards in your collection

Giant Snowball Rascals Royal Recruits Zappies Royal Hogs Electro Dragon Goblin Giant The Log Ice Wizard Royal Ghost Bandit Inferno Dragon Magic Archer Lumberjack Night Witch Sparky Mega Knight Lava Hound

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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 Wizard

Defensive buildings

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

X-Bow

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 Knight Giant Wizard X-Bow

Offensive cards

Win conditions

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

Giant X-Bow

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.

Giant X-Bow

Pump responses

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

Missing

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 Knight Barbarians Giant X-Bow

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
Giant
Giant Snowball
Fire Spirit Barbarians
Zap
Fire Spirit X-Bow
Barbarian Barrel
Fire Spirit Ice Spirit Knight Barbarians Wizard X-Bow
The Log
Fire Spirit Ice Spirit Barbarians X-Bow
Earthquake
Barbarians X-Bow
Arrows
Fire Spirit Ice Spirit
Royal Delivery
Fire Spirit Ice Spirit Knight Barbarians Wizard
Fireball
Barbarians Wizard X-Bow
Poison
Barbarians Wizard X-Bow
Lightning
Knight Wizard X-Bow
Rocket
Barbarians Wizard X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Wizard

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 Knight

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 Barbarians 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.

Godly!

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 Knight Barbarians Giant Wizard X-Bow

Shortest cycle

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

7 Fire Spirit Ice Spirit Zap Knight

Attack Synergies 5 10

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 Knight Giant X-Bow
Ice Spirit
Zap Knight Barbarians Giant X-Bow
Zap
Ice Spirit Giant X-Bow Fire Spirit Knight
Knight
Ice Spirit X-Bow Fire Spirit Zap Wizard
Barbarians
Ice Spirit
Giant
Zap Fire Spirit Ice Spirit Wizard
Wizard
Knight Giant
X-Bow
Zap Knight Fire Spirit Ice Spirit

Defense Synergies 4 9

Fire Spirit
Knight Ice Spirit Zap
Ice Spirit
Zap X-Bow Fire Spirit Knight Barbarians Wizard
Zap
Ice Spirit Fire Spirit Knight Barbarians X-Bow
Knight
Fire Spirit X-Bow Ice Spirit Zap Wizard
Barbarians
Ice Spirit Zap
Giant
Wizard
Ice Spirit Knight
X-Bow
Ice Spirit Knight Zap

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.

Zap Knight Wizard X-Bow
Barbarians Ice Spirit Zap Knight X-Bow
Barbarians Fire Spirit Knight
Barbarians Knight
Barbarians X-Bow
Fire Spirit Zap X-Bow
Fire Spirit Ice Spirit Zap Wizard X-Bow
Zap Barbarians X-Bow
Barbarians X-Bow
Knight Fire Spirit Ice Spirit Barbarians
Barbarians Zap Knight Wizard X-Bow
Zap Wizard
Barbarians Fire Spirit Ice Spirit Zap Knight Wizard X-Bow
Fire Spirit Wizard Ice Spirit Zap Barbarians X-Bow
Barbarians Knight X-Bow
Barbarians Ice Spirit Zap X-Bow
Barbarians Wizard Knight X-Bow
Fire Spirit Ice Spirit Zap Knight Barbarians Wizard X-Bow
Zap Wizard Fire Spirit Ice Spirit Knight Barbarians
Barbarians
Wizard Fire Spirit Knight Barbarians

Counters to secondary win conditions

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

Knight Barbarians Zap X-Bow
Zap Knight Wizard X-Bow
Barbarians Ice Spirit Zap Knight
Zap Knight Barbarians X-Bow
Barbarians Knight
Fire Spirit Wizard Ice Spirit Zap
Knight Barbarians
Knight Barbarians
Zap Ice Spirit Knight Barbarians X-Bow
Barbarians
Knight Barbarians
Zap Barbarians
Barbarians Knight Wizard
Wizard Barbarians
Barbarians Ice Spirit Zap Knight X-Bow
Zap Barbarians 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.)

Knight X-Bow
Zap X-Bow
X-Bow
Knight Barbarians
Wizard Fire Spirit Zap
Wizard Fire Spirit Ice Spirit Zap
Fire Spirit Wizard
X-Bow Fire Spirit Ice Spirit Zap Wizard
Zap Wizard X-Bow
Fire Spirit X-Bow
Zap Knight Wizard X-Bow
Fire Spirit Zap Wizard
Fire Spirit Knight
X-Bow
Zap X-Bow
X-Bow Zap Wizard
Wizard X-Bow
Fire Spirit Zap Wizard X-Bow
Fire Spirit Zap Wizard X-Bow
X-Bow
Wizard
X-Bow
Zap Barbarians X-Bow
Zap Fire Spirit Ice Spirit Wizard
X-Bow Zap Wizard
Zap Wizard X-Bow
Zap X-Bow
Fire Spirit Zap Wizard X-Bow
Zap Ice Spirit Wizard
Zap Wizard X-Bow
Zap Ice Spirit
Wizard
Zap Fire Spirit Ice Spirit Barbarians X-Bow
Fire Spirit Zap Wizard
Knight Wizard
Zap Wizard
Zap
Zap Ice Spirit
Zap
Zap X-Bow

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