My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Ice Golem Zappies

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.

Royal Giant Ice Golem Elixir Golem Zappies Royal Ghost

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

Damage spells

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

Tornado

Punishments

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

Royal Giant Elixir Golem Royal Ghost

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.

Barbarians Royal Giant Ice Golem Elixir Golem 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

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
Royal Giant Elixir Golem
Giant Snowball
Barbarians Zappies
Zap
Royal Giant Zappies
Barbarian Barrel
Barbarians Elixir Golem Zappies Royal Ghost
The Log
Barbarians Royal Giant Elixir Golem Zappies
Earthquake
Barbarians Elixir Golem Zappies
Arrows
Zappies
Royal Delivery
Barbarians Elixir Golem Zappies Royal Ghost
Fireball
Barbarians Elixir Golem Zappies
Poison
Barbarians Elixir Golem Zappies
Lightning
Ice Golem
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Tornado 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.

Ice Golem Elixir Golem Tornado Royal Ghost

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.

Royal Giant

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.

Barbarians Ice Golem

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.

Mirror Ice Golem Elixir Golem Tornado Royal Ghost Zappies Barbarians Royal Giant

Shortest cycle

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

8 Mirror Ice Golem Elixir Golem Tornado

Attack Synergies 0 13

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.

Barbarians
Royal Giant
Ice Golem Zappies Mirror Tornado Royal Ghost
Ice Golem
Royal Giant Zappies
Elixir Golem
Zappies Mirror Tornado Royal Ghost
Zappies
Royal Giant Ice Golem Elixir Golem Royal Ghost
Mirror
Royal Giant Elixir Golem Tornado Royal Ghost
Tornado
Royal Giant Elixir Golem Mirror
Royal Ghost
Royal Giant Elixir Golem Zappies Mirror

Defense Synergies 1 6

Barbarians
Zappies
Royal Giant
Ice Golem
Zappies Tornado Royal Ghost
Elixir Golem
Zappies
Barbarians Ice Golem Mirror Tornado
Mirror
Tornado Zappies
Tornado
Mirror Ice Golem Zappies
Royal Ghost
Ice Golem

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.

Ice Golem Zappies
Barbarians Zappies
Barbarians Tornado Zappies
Barbarians Zappies
Barbarians Tornado
Tornado Zappies Royal Ghost
Tornado Zappies
Barbarians Ice Golem
Barbarians Zappies Tornado
Tornado Barbarians Ice Golem Zappies Royal Ghost
Barbarians Ice Golem Zappies Tornado Royal Ghost
Zappies Tornado
Barbarians Zappies
Barbarians Zappies Tornado Royal Ghost
Barbarians Zappies
Barbarians Tornado Zappies
Barbarians Zappies Tornado
Barbarians Zappies Tornado Royal Ghost
Tornado Barbarians Ice Golem Zappies Royal Ghost
Barbarians Zappies Tornado
Royal Ghost Barbarians Zappies

Counters to secondary win conditions

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

Barbarians Ice Golem Zappies Royal Ghost
Ice Golem Royal Ghost
Barbarians Zappies Ice Golem
Barbarians Ice Golem Zappies Tornado
Barbarians Zappies
Ice Golem Zappies Tornado
Barbarians Ice Golem Zappies
Barbarians Zappies
Barbarians Ice Golem Zappies Tornado
Barbarians Zappies
Barbarians Zappies
Barbarians Tornado
Barbarians Ice Golem Zappies
Barbarians Zappies
Barbarians Zappies Ice Golem Tornado
Barbarians Ice Golem Zappies Royal Ghost

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.)

Ice Golem Royal Ghost
Tornado Royal Ghost
Barbarians Ice Golem
Ice Golem Tornado
Tornado
Ice Golem Tornado
Tornado
Tornado
Tornado
Tornado
Ice Golem
Ice Golem
Tornado
Tornado
Tornado
Tornado
Barbarians
Ice Golem Tornado
Tornado Royal Ghost
Tornado
Tornado
Ice Golem Tornado
Zappies
Zappies
Barbarians Zappies
Zappies Tornado
Ice Golem
Tornado
Zappies Tornado
Zappies Tornado
Tornado Royal Ghost

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