My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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.

Rascals Ice Wizard Magic Archer

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.

Rascals Giant Skeleton Ice Wizard Royal Ghost Bandit Magic Archer

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Barrel Royal Ghost Bandit

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.

Rascals Giant Skeleton Royal Ghost Bandit Magic Archer

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 Giant Skeleton Royal Ghost Bandit Magic Archer

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
Goblin Barrel Giant Skeleton Bandit
Giant Snowball
Goblin Barrel
Zap
Goblin Barrel Bandit
Barbarian Barrel
Rascals Goblin Barrel Giant Skeleton Ice Wizard Royal Ghost Bandit Magic Archer
The Log
Rascals Goblin Barrel Giant Skeleton Bandit
Earthquake
Goblin Barrel
Arrows
Rascals Goblin Barrel
Royal Delivery
Rascals Goblin Barrel Giant Skeleton Ice Wizard Royal Ghost Bandit Magic Archer
Fireball
Rascals Goblin Barrel Ice Wizard Bandit Magic Archer
Poison
Rascals Ice Wizard Magic Archer
Lightning
Ice Wizard Bandit Magic Archer
Rocket
Rascals Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Wizard Royal Ghost Magic Archer

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.

Giant Skeleton Ice Wizard 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.

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.

Goblin Barrel 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.

Zap Goblin Barrel Ice Wizard Royal Ghost Bandit Magic Archer Rascals Giant Skeleton

Shortest cycle

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

11 Zap Goblin Barrel Ice Wizard Royal Ghost

Attack Synergies 1 18

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.

Zap
Giant Skeleton Ice Wizard Royal Ghost Bandit Magic Archer
Rascals
Goblin Barrel Bandit Magic Archer
Goblin Barrel
Rascals Giant Skeleton Ice Wizard Royal Ghost Bandit
Giant Skeleton
Zap Goblin Barrel Ice Wizard Bandit Magic Archer
Ice Wizard
Zap Goblin Barrel Giant Skeleton Bandit
Royal Ghost
Zap Goblin Barrel Bandit Magic Archer
Bandit
Zap Rascals Goblin Barrel Giant Skeleton Ice Wizard Royal Ghost Magic Archer
Magic Archer
Zap Rascals Giant Skeleton Royal Ghost Bandit

Defense Synergies 0 10

Zap
Rascals Giant Skeleton Ice Wizard Royal Ghost Bandit Magic Archer
Rascals
Zap
Goblin Barrel
Giant Skeleton
Zap Ice Wizard Magic Archer
Ice Wizard
Zap Giant Skeleton Bandit
Royal Ghost
Zap
Bandit
Zap Ice Wizard Magic Archer
Magic Archer
Zap Giant Skeleton Bandit

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 Magic Archer
Zap Rascals Ice Wizard Bandit
Rascals Giant Skeleton Ice Wizard Bandit
Rascals Ice Wizard Bandit
Giant Skeleton
Zap Rascals Ice Wizard Royal Ghost Bandit Magic Archer
Zap Rascals Ice Wizard Magic Archer
Zap Rascals Giant Skeleton Bandit Magic Archer
Rascals Ice Wizard
Rascals Giant Skeleton Ice Wizard Royal Ghost Bandit
Ice Wizard Zap Rascals Giant Skeleton Royal Ghost Bandit Magic Archer
Zap Rascals Ice Wizard Magic Archer
Zap Rascals Giant Skeleton Ice Wizard Bandit
Zap Rascals Royal Ghost Magic Archer
Rascals Bandit
Zap Rascals Bandit
Rascals
Zap Rascals Ice Wizard Royal Ghost Bandit Magic Archer
Zap Rascals Giant Skeleton Ice Wizard Royal Ghost Bandit Magic Archer
Rascals Royal Ghost Giant Skeleton Bandit

Counters to secondary win conditions

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

Rascals Zap Giant Skeleton Royal Ghost Bandit
Bandit Zap Royal Ghost Magic Archer
Giant Skeleton Bandit Zap Rascals
Giant Skeleton Zap Rascals Bandit
Giant Skeleton Rascals Bandit
Zap Rascals Ice Wizard Magic Archer
Rascals Giant Skeleton Ice Wizard Bandit
Giant Skeleton Rascals
Zap Giant Skeleton Bandit Magic Archer
Rascals Giant Skeleton
Zap Giant Skeleton
Rascals Giant Skeleton Bandit
Rascals Magic Archer
Rascals Zap Giant Skeleton Magic Archer
Zap Rascals Giant Skeleton Ice Wizard Royal Ghost Magic Archer
Zap 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.)

Magic Archer Rascals Giant Skeleton Royal Ghost Bandit
Zap Ice Wizard Royal Ghost Bandit Magic Archer
Giant Skeleton Bandit Magic Archer
Rascals Giant Skeleton
Zap Magic Archer
Zap Ice Wizard Magic Archer
Magic Archer
Zap Ice Wizard Magic Archer
Zap Bandit
Zap Bandit Magic Archer
Zap Magic Archer
Bandit Magic Archer
Bandit Magic Archer
Zap Magic Archer
Zap Bandit Magic Archer
Magic Archer Bandit
Zap Bandit Magic Archer
Zap Magic Archer
Giant Skeleton Magic Archer
Zap
Zap Ice Wizard Magic Archer
Zap Ice Wizard Royal Ghost Bandit Magic Archer
Zap Bandit Magic Archer
Zap Bandit Magic Archer
Zap Ice Wizard Magic Archer
Zap
Zap Bandit Magic Archer
Zap Magic Archer
Giant Skeleton
Magic Archer
Zap Bandit Magic Archer
Zap Ice Wizard Magic Archer
Rascals Magic Archer
Zap Magic Archer
Zap Giant Skeleton
Zap Rascals Giant Skeleton Magic Archer
Zap Magic Archer
Zap Giant Skeleton Royal Ghost Bandit Magic Archer

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