My Best Clash Royale Deck

Deck Check Rating

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

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.

Electro Dragon Ice 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.

Bomber Electro Dragon Cannon Cart Golem Ice Wizard Goblinstein

Offensive cards

Win conditions

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

Golem

Damage spells

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

Tornado The Log

Punishments

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

Cannon Cart

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.

Cannon Cart Golem

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 Dragon Golem

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
Bomber Cannon Cart
Giant Snowball
Bomber Electro Dragon
Zap
Bomber Cannon Cart
Barbarian Barrel
Bomber Cannon Cart Ice Wizard
The Log
Bomber Cannon Cart
Earthquake
Bomber
Arrows
Bomber
Royal Delivery
Bomber Electro Dragon Cannon Cart Ice Wizard
Fireball
Bomber Electro Dragon Cannon Cart Ice Wizard
Poison
Bomber Electro Dragon Ice Wizard
Lightning
Electro Dragon Cannon Cart Ice Wizard Goblinstein
Rocket
Electro Dragon Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Tornado Electro Dragon The Log Ice 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.

Tornado Golem Ice Wizard

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber The Log Tornado Ice Wizard Electro Dragon Cannon Cart Goblinstein Golem

Shortest cycle

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

10 Bomber The Log Tornado Ice Wizard

Attack Synergies 4 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.

Bomber
Golem Cannon Cart
Tornado
Electro Dragon Cannon Cart Golem The Log Ice Wizard
Electro Dragon
Golem Tornado Cannon Cart Ice Wizard
Cannon Cart
Golem The Log Bomber Tornado Electro Dragon
Golem
Bomber Electro Dragon Cannon Cart Tornado The Log Ice Wizard
The Log
Cannon Cart Tornado Golem
Ice Wizard
Tornado Electro Dragon Golem
Goblinstein

Defense Synergies 1 10

Bomber
Tornado The Log
Tornado
Ice Wizard Bomber Electro Dragon Cannon Cart The Log
Electro Dragon
Tornado Cannon Cart The Log Ice Wizard
Cannon Cart
Tornado Electro Dragon Ice Wizard
Golem
The Log
Bomber Tornado Electro Dragon Ice Wizard
Ice Wizard
Tornado Electro Dragon Cannon Cart The Log
Goblinstein

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 Bomber Electro Dragon The Log
Electro Dragon Cannon Cart The Log Ice Wizard
Tornado Bomber Electro Dragon Cannon Cart Ice Wizard
Electro Dragon Cannon Cart Ice Wizard
Bomber Tornado The Log
Tornado The Log Bomber Electro Dragon Cannon Cart Ice Wizard
Tornado Electro Dragon Ice Wizard
Electro Dragon Cannon Cart The Log
Tornado Ice Wizard
Tornado Bomber Cannon Cart Ice Wizard
Ice Wizard Bomber Tornado Electro Dragon Cannon Cart The Log
Tornado Electro Dragon Ice Wizard
Bomber Electro Dragon Cannon Cart The Log Ice Wizard
Bomber Tornado Electro Dragon Cannon Cart The Log
Cannon Cart
Tornado The Log
Bomber Tornado Electro Dragon Cannon Cart
Bomber Tornado Electro Dragon Cannon Cart The Log Ice Wizard
Tornado The Log Bomber Electro Dragon Cannon Cart Ice Wizard
Tornado Cannon Cart
Bomber Electro Dragon Cannon Cart The Log

Counters to secondary win conditions

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

Cannon Cart
Bomber Electro Dragon Cannon Cart The Log
Electro Dragon Cannon Cart The Log
Tornado Cannon Cart The Log
Cannon Cart
Tornado Electro Dragon Ice Wizard
Cannon Cart Ice Wizard
Cannon Cart
Electro Dragon Tornado Cannon Cart The Log
Electro Dragon Cannon Cart
Tornado The Log
Cannon Cart
Bomber Electro Dragon Cannon Cart
Electro Dragon Bomber Tornado Cannon Cart The Log
Bomber Electro Dragon Cannon Cart The Log Ice Wizard
Bomber Ice 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.)

Electro Dragon The Log
Tornado Electro Dragon The Log Ice Wizard
Electro Dragon Cannon Cart The Log
Cannon Cart The Log
Bomber The Log
Tornado Electro Dragon Ice Wizard
Bomber Tornado The Log
The Log Tornado Electro Dragon Ice Wizard
The Log Tornado Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon Cannon Cart The Log
Tornado Electro Dragon
Cannon Cart The Log
Electro Dragon Cannon Cart
Cannon Cart The Log
Bomber Electro Dragon Cannon Cart The Log
Electro Dragon Cannon Cart The Log
Tornado
Bomber
Bomber Electro Dragon The Log
Bomber Tornado Electro Dragon The Log
The Log
Tornado
Tornado The Log
Electro Dragon Cannon Cart The Log
Tornado The Log Bomber Electro Dragon Ice Wizard
The Log Tornado Electro Dragon Ice Wizard
Tornado Electro Dragon The Log
Tornado The Log
Tornado Electro Dragon Ice Wizard
Electro Dragon
Bomber Electro Dragon The Log
Electro Dragon
The Log
Electro Dragon Cannon Cart
Tornado Electro Dragon Ice Wizard
The Log
Electro Dragon Cannon Cart
The Log Bomber Electro Dragon
Tornado
Electro Dragon Cannon Cart
Electro Dragon Tornado The Log
Tornado Electro Dragon
Electro Dragon Tornado Cannon Cart The Log
Cannon Cart
Electro Dragon

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