My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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 Battle Ram

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

Damage spells

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

Zap Tornado The Log

Punishments

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

Battle Ram Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Ice Spirit Battle Ram

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.

Goblin Barrel

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
Battle Ram Goblin Barrel Clone
Giant Snowball
Battle Ram Goblin Barrel Clone
Zap
Battle Ram Goblin Barrel Clone
Barbarian Barrel
Ice Spirit Battle Ram Goblin Barrel Clone
The Log
Ice Spirit Battle Ram Goblin Barrel Clone
Earthquake
Goblin Barrel Clone
Arrows
Ice Spirit Goblin Barrel Clone
Royal Delivery
Ice Spirit Battle Ram Goblin Barrel Clone
Fireball
Battle Ram Goblin Barrel Clone
Poison
Clone
Lightning
Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Tornado The Log

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 Battle Ram Clone Tornado

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.

Goblin Barrel

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 Goblin Barrel

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Ice Spirit Zap The Log Goblin Barrel Clone Tornado Battle Ram

Shortest cycle

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

5 Mirror Ice Spirit Zap The Log

Attack Synergies 9 7

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 Battle Ram Goblin Barrel
Zap
Ice Spirit Battle Ram Mirror Tornado The Log
Battle Ram
Ice Spirit Zap The Log Mirror Goblin Barrel Tornado
Mirror
Zap Goblin Barrel The Log Battle Ram Tornado
Goblin Barrel
Ice Spirit Mirror Battle Ram Clone
Clone
Goblin Barrel
Tornado
Zap Battle Ram Mirror The Log
The Log
Battle Ram Mirror Zap Tornado

Defense Synergies 3 6

Ice Spirit
Zap Tornado The Log
Zap
Ice Spirit Mirror Tornado The Log
Battle Ram
Mirror
Zap Tornado The Log
Goblin Barrel
Clone
Tornado
Mirror Ice Spirit Zap The Log
The Log
Ice Spirit Zap Mirror Tornado

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 The Log
Ice Spirit Zap The Log
Tornado
Tornado The Log
Tornado The Log Zap
Tornado Ice Spirit Zap
Zap The Log
Tornado
Tornado Ice Spirit
Zap Tornado The Log
Zap Tornado
Ice Spirit Zap The Log
Ice Spirit Zap Tornado The Log
Tornado Ice Spirit Zap The Log
Tornado
Ice Spirit Zap Tornado The Log
Zap Tornado The Log Ice Spirit
Tornado
The Log

Counters to secondary win conditions

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

Zap
Zap The Log
Ice Spirit Zap The Log
Zap Tornado The Log
Ice Spirit Zap Tornado
Zap Ice Spirit Tornado The Log
Zap Tornado The Log
Ice Spirit Zap Tornado The Log
Zap The Log
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.)

The Log
Zap Tornado The Log
The Log
The Log
Zap The Log
Ice Spirit Zap Tornado
Tornado The Log
The Log Ice Spirit Zap Tornado
The Log Zap Tornado
Tornado
Zap Tornado The Log
Zap Tornado
The Log
Zap The Log
Zap The Log
The Log
Tornado
Zap The Log
Zap Tornado The Log
The Log
Tornado
Tornado The Log
Zap The Log
Zap Tornado The Log Ice Spirit
The Log Zap Tornado
Zap Tornado The Log
Zap Tornado The Log
Zap Tornado
Zap Ice Spirit
Zap The Log
Zap Ice Spirit
The Log
Zap Ice Spirit
Zap Tornado
The Log
The Log Zap
Zap Tornado
Zap Ice Spirit Tornado The Log
Zap Tornado
Zap Tornado The Log

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