My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Wizard Baby 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.

Ice Spirit Royal Giant Wizard Baby Dragon Giant Skeleton

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Royal Giant Hog Rider

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.

Ice Spirit Royal Giant Hog Rider Baby Dragon Giant Skeleton

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.

Hog Rider Giant Skeleton

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 Hog Rider Giant Skeleton
Giant Snowball
Hog Rider Baby Dragon
Zap
Royal Giant
Barbarian Barrel
Ice Spirit Wizard Giant Skeleton
The Log
Ice Spirit Royal Giant Hog Rider Giant Skeleton
Earthquake
Hog Rider
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Hog Rider Wizard Baby Dragon Giant Skeleton
Fireball
Hog Rider Wizard Baby Dragon
Poison
Wizard
Lightning
Wizard Baby Dragon
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows Wizard Baby Dragon

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 Spirit Arrows Baby Dragon Giant Skeleton

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.

Ice Spirit 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Arrows Hog Rider Baby Dragon Wizard Royal Giant Giant Skeleton

Shortest cycle

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

10 Ice Spirit Zap Arrows Hog Rider

Attack Synergies 7 16

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.

Ice Spirit
Zap Royal Giant Hog Rider Royal Giant Baby Dragon Giant Skeleton
Zap
Ice Spirit Arrows Hog Rider Royal Giant Baby Dragon Giant Skeleton
Arrows
Zap Royal Giant Hog Rider Giant Skeleton
Royal Giant
Ice Spirit Arrows Ice Spirit Zap Hog Rider Wizard Baby Dragon Giant Skeleton
Hog Rider
Ice Spirit Zap Arrows Royal Giant Wizard Baby Dragon Giant Skeleton
Wizard
Royal Giant Hog Rider Giant Skeleton
Baby Dragon
Ice Spirit Zap Royal Giant Hog Rider Giant Skeleton
Giant Skeleton
Ice Spirit Zap Arrows Royal Giant Hog Rider Wizard Baby Dragon

Defense Synergies 1 9

Ice Spirit
Zap Wizard Baby Dragon Giant Skeleton
Zap
Ice Spirit Arrows Baby Dragon Giant Skeleton
Arrows
Zap Giant Skeleton
Royal Giant
Hog Rider
Wizard
Ice Spirit Giant Skeleton
Baby Dragon
Ice Spirit Zap Giant Skeleton
Giant Skeleton
Ice Spirit Zap Arrows Wizard Baby Dragon

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 Wizard Baby Dragon
Ice Spirit Zap
Giant Skeleton
Arrows Giant Skeleton
Arrows Zap Baby Dragon
Ice Spirit Zap Arrows Wizard Baby Dragon
Zap Arrows Baby Dragon Giant Skeleton
Ice Spirit Giant Skeleton
Zap Arrows Wizard Baby Dragon Giant Skeleton
Arrows Zap Wizard Baby Dragon
Ice Spirit Zap Wizard Giant Skeleton
Wizard Ice Spirit Zap Arrows Baby Dragon
Ice Spirit Zap
Wizard Arrows
Ice Spirit Arrows Zap Wizard Baby Dragon
Zap Arrows Wizard Baby Dragon Ice Spirit Giant Skeleton
Wizard Arrows Baby Dragon Giant Skeleton

Counters to secondary win conditions

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

Zap Giant Skeleton
Zap Arrows Wizard Baby Dragon
Giant Skeleton Ice Spirit Zap
Giant Skeleton Zap
Giant Skeleton
Arrows Wizard Ice Spirit Zap Baby Dragon
Giant Skeleton
Giant Skeleton
Zap Giant Skeleton Ice Spirit Baby Dragon
Giant Skeleton
Zap Arrows Giant Skeleton
Giant Skeleton Wizard
Wizard Baby Dragon
Ice Spirit Zap Baby Dragon Giant Skeleton
Arrows Zap Wizard Baby Dragon Giant Skeleton
Zap Arrows

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.)

Arrows Baby Dragon Giant Skeleton
Arrows Zap Baby Dragon
Arrows Baby Dragon Giant Skeleton
Arrows Giant Skeleton
Wizard Zap Arrows Baby Dragon
Arrows Wizard Ice Spirit Zap Baby Dragon
Arrows Wizard Baby Dragon
Arrows Ice Spirit Zap Wizard Baby Dragon
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows Wizard Baby Dragon
Baby Dragon
Arrows Baby Dragon
Zap Arrows Baby Dragon
Zap Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
Zap Arrows Wizard Baby Dragon
Zap Arrows Wizard Baby Dragon
Baby Dragon Giant Skeleton
Arrows Wizard
Zap Arrows Baby Dragon
Zap Arrows Ice Spirit Wizard Baby Dragon
Arrows Zap Wizard Baby Dragon
Zap Arrows Wizard Baby Dragon
Zap Arrows Baby Dragon
Zap Arrows Wizard Baby Dragon
Zap Ice Spirit Wizard
Zap Arrows Wizard
Zap Ice Spirit Arrows
Giant Skeleton
Arrows Wizard
Zap Ice Spirit
Zap Arrows Wizard Baby Dragon
Arrows
Wizard Baby Dragon
Arrows Zap Wizard Baby Dragon
Zap Arrows Giant Skeleton
Zap Ice Spirit Baby Dragon Giant Skeleton
Zap
Zap Baby Dragon Giant Skeleton
Wizard

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