My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Ice Golem

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.

Skeletons Firecracker Ice Golem Suspicious Bush Rune Giant Electro Giant

Offensive cards

Win conditions

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

Rune Giant Electro Giant

Damage spells

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

Zap Earthquake

Punishments

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

Electro Giant

Pump responses

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

Earthquake

Dropped at the bridge

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

Ice Golem Rune Giant Electro 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.

Firecracker

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
Skeletons
Giant Snowball
Skeletons
Zap
Skeletons Firecracker
Barbarian Barrel
Skeletons Firecracker
The Log
Skeletons Firecracker Suspicious Bush
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker Suspicious Bush
Royal Delivery
Skeletons Firecracker
Fireball
Firecracker Suspicious Bush
Poison
Firecracker Suspicious Bush
Lightning
Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Ice Golem Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Ice Golem Earthquake Electro Giant

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 Suspicious Bush Rune Giant Electro 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Ice Golem Suspicious Bush Firecracker Earthquake Rune Giant Electro Giant

Shortest cycle

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

7 Skeletons Zap Ice Golem Suspicious Bush

Attack Synergies 2 5

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.

Skeletons
Zap
Firecracker Earthquake Ice Golem
Firecracker
Zap Ice Golem Earthquake Rune Giant
Ice Golem
Zap Firecracker
Suspicious Bush
Earthquake
Zap Firecracker Electro Giant
Rune Giant
Firecracker
Electro Giant
Earthquake

Defense Synergies 1 9

Skeletons
Zap Firecracker Ice Golem Earthquake
Zap
Skeletons Firecracker Ice Golem Earthquake
Firecracker
Ice Golem Skeletons Zap Earthquake
Ice Golem
Firecracker Skeletons Zap Earthquake
Suspicious Bush
Earthquake
Skeletons Zap Firecracker Ice Golem
Rune Giant
Electro Giant

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.

Earthquake Zap Firecracker Ice Golem
Skeletons Zap Firecracker
Skeletons
Skeletons Firecracker
Firecracker Earthquake
Skeletons Zap Firecracker Earthquake
Zap Firecracker
Earthquake Zap Ice Golem Electro Giant
Skeletons
Skeletons Firecracker Ice Golem
Skeletons Zap Firecracker Ice Golem Earthquake Electro Giant
Zap Firecracker
Skeletons Zap Earthquake
Zap Firecracker Earthquake
Zap Electro Giant
Skeletons Firecracker
Zap Firecracker
Zap Earthquake Firecracker Ice Golem
Firecracker Earthquake Electro Giant

Counters to secondary win conditions

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

Skeletons Zap Ice Golem Electro Giant
Zap Firecracker Ice Golem
Skeletons Zap Ice Golem
Zap Ice Golem
Skeletons
Firecracker Electro Giant Skeletons Zap Ice Golem
Skeletons Ice Golem
Zap Skeletons Firecracker Ice Golem
Skeletons
Zap Electro Giant
Skeletons Ice Golem
Firecracker Electro Giant
Electro Giant Skeletons Zap Firecracker Ice Golem
Zap Firecracker Ice Golem Earthquake Electro Giant
Zap

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.)

Earthquake Firecracker Ice Golem
Firecracker Zap
Earthquake
Earthquake Firecracker Ice Golem
Zap Firecracker Earthquake
Firecracker Electro Giant Zap Ice Golem
Firecracker Earthquake
Earthquake Zap Firecracker Ice Golem
Zap Firecracker
Firecracker Zap Earthquake
Zap Firecracker
Earthquake Firecracker Ice Golem
Earthquake Firecracker
Earthquake Zap Firecracker Ice Golem
Earthquake Zap Firecracker
Earthquake Firecracker
Earthquake
Zap Firecracker Earthquake
Zap Firecracker Earthquake Electro Giant
Earthquake
Earthquake Zap
Zap Firecracker Ice Golem Earthquake Electro Giant
Firecracker Zap Earthquake
Zap
Zap Firecracker
Zap Firecracker Ice Golem Electro Giant
Zap Firecracker Electro Giant
Zap Earthquake
Zap Firecracker
Firecracker Earthquake
Zap Earthquake
Zap Firecracker
Firecracker
Zap Firecracker Ice Golem Earthquake
Zap Electro Giant
Firecracker
Zap Electro Giant Firecracker
Firecracker Zap
Zap Firecracker Electro Giant
Firecracker

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