My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Firecracker

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 Bats Firecracker Royal Giant Rune Giant

Offensive cards

Win conditions

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

Royal Giant Rune Giant

Damage spells

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

Arrows The Log

Punishments

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

Royal Giant

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 Goblins Royal Giant Rune 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
Bats Royal Giant
Giant Snowball
Goblins Bats
Zap
Goblins Bats Firecracker Royal Giant
Barbarian Barrel
Ice Spirit Goblins Firecracker
The Log
Ice Spirit Goblins Firecracker Royal Giant
Earthquake
Firecracker
Arrows
Ice Spirit Goblins Bats Firecracker
Royal Delivery
Ice Spirit Goblins Bats Firecracker
Fireball
Firecracker
Poison
Bats Firecracker
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Firecracker 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 Bats Arrows Rune Giant

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 Goblins

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Goblins Bats The Log Arrows Firecracker Rune Giant Royal Giant

Shortest cycle

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

7 Ice Spirit Goblins Bats The Log

Attack Synergies 4 9

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
Royal Giant Goblins Bats Firecracker Royal Giant
Goblins
Ice Spirit Royal Giant
Bats
Royal Giant Ice Spirit Firecracker Rune Giant
Arrows
Royal Giant
Firecracker
Royal Giant Ice Spirit Bats Rune Giant
Royal Giant
Ice Spirit Bats Arrows Firecracker Ice Spirit Goblins The Log
Rune Giant
Bats Firecracker
The Log
Royal Giant

Defense Synergies 1 8

Ice Spirit
Goblins Bats Firecracker The Log
Goblins
Ice Spirit Firecracker The Log
Bats
Ice Spirit Firecracker The Log
Arrows
Firecracker
The Log Ice Spirit Goblins Bats
Royal Giant
Rune Giant
The Log
Firecracker Ice Spirit Goblins Bats

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.

Firecracker The Log
Ice Spirit Goblins Bats Firecracker The Log
Goblins Bats
Goblins Bats Firecracker
Arrows Firecracker The Log
Arrows The Log Goblins Bats Firecracker
Bats Ice Spirit Arrows Firecracker
Arrows The Log
Goblins
Ice Spirit Goblins Firecracker
Goblins Bats Arrows Firecracker The Log
Arrows Bats Firecracker
Ice Spirit Bats The Log
Ice Spirit Goblins Bats Arrows Firecracker The Log
Ice Spirit The Log
Goblins Bats Arrows Firecracker
Ice Spirit Arrows Goblins Bats Firecracker The Log
Arrows The Log Ice Spirit Bats Firecracker
Goblins Bats Arrows Firecracker The Log

Counters to secondary win conditions

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

Goblins
Arrows Firecracker The Log
Ice Spirit Goblins Bats The Log
Bats The Log
Arrows Firecracker Ice Spirit Bats
Goblins Bats
Ice Spirit Goblins Bats Firecracker The Log
Bats
Arrows The Log
Firecracker
Ice Spirit Goblins Bats Firecracker The Log
Bats Arrows Firecracker The Log
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 Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker Ice Spirit Bats
Arrows Firecracker The Log
Arrows The Log Ice Spirit Firecracker
Arrows The Log Firecracker
Goblins Bats
Firecracker Arrows The Log
Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Bats
Arrows Firecracker The Log
Arrows Firecracker The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log Ice Spirit
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker The Log
Bats Arrows Firecracker
Ice Spirit Bats Firecracker
Arrows The Log
Ice Spirit Arrows Firecracker
Arrows Firecracker The Log
Ice Spirit Bats
Arrows Firecracker
Arrows The Log
Firecracker
Arrows The Log Firecracker
Arrows
Firecracker
Ice Spirit Bats Firecracker The Log
Firecracker Bats
Firecracker The Log
Firecracker

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