My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
F2P score
Mediocre

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 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 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 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.

Ice Golem

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Ice Golem Battle Ram Goblinstein

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap The Log

Punishments

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

Battle Ram

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.

Electro Spirit Ice Golem 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.

Electro Spirit

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 Battle Ram
Giant Snowball
Skeletons Cannon Battle Ram
Zap
Skeletons Cannon Battle Ram
Barbarian Barrel
Skeletons Electro Spirit Cannon Battle Ram
The Log
Skeletons Electro Spirit Cannon Battle Ram
Earthquake
Skeletons Cannon
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit Battle Ram
Fireball
Cannon Battle Ram
Poison
Cannon
Lightning
Cannon Ice Golem Battle Ram Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Ice Golem 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.

Electro Spirit Ice Golem Battle Ram

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Zap Ice Golem The Log Cannon Battle Ram Goblinstein

Shortest cycle

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

6 Skeletons Electro Spirit Zap Ice Golem

Attack Synergies 3 4

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
Electro Spirit
Zap Battle Ram
Zap
Battle Ram Electro Spirit Ice Golem The Log
Cannon
Ice Golem
Battle Ram Zap
Battle Ram
Zap Ice Golem The Log Electro Spirit
The Log
Battle Ram Zap
Goblinstein

Defense Synergies 4 9

Skeletons
Cannon Electro Spirit Zap Ice Golem The Log
Electro Spirit
Skeletons Zap The Log
Zap
Cannon Skeletons Electro Spirit Ice Golem The Log
Cannon
Skeletons Zap Ice Golem The Log
Ice Golem
Cannon Skeletons Zap The Log
Battle Ram
The Log
Cannon Skeletons Electro Spirit Zap Ice Golem
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.

Zap Cannon Ice Golem The Log
Skeletons Zap Cannon The Log
Cannon Skeletons
Cannon Skeletons
The Log
The Log Skeletons Electro Spirit Zap Cannon
Electro Spirit Zap Cannon
Electro Spirit Zap Cannon Ice Golem The Log
Cannon Skeletons
Skeletons Cannon Ice Golem
Skeletons Electro Spirit Zap Cannon Ice Golem The Log
Zap
Cannon Skeletons Zap The Log
Electro Spirit Zap Cannon The Log
Cannon
Zap Cannon The Log
Skeletons Cannon
Cannon Electro Spirit Zap The Log
Zap The Log Electro Spirit Cannon Ice Golem
Cannon
Electro Spirit Cannon The Log

Counters to secondary win conditions

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

Skeletons Zap Ice Golem
Zap Ice Golem The Log
Skeletons Zap Ice Golem The Log
Zap Ice Golem The Log
Skeletons Cannon
Skeletons Electro Spirit Zap Ice Golem
Skeletons Ice Golem
Zap Skeletons Electro Spirit Ice Golem The Log
Skeletons Cannon
Zap The Log
Skeletons Cannon Ice Golem
Cannon
Skeletons Electro Spirit Zap Ice Golem The Log
Electro Spirit Zap Cannon Ice Golem The Log
Electro Spirit Zap Cannon

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.)

Ice Golem The Log
Zap The Log
The Log
Ice Golem The Log
Zap The Log
Electro Spirit Zap Ice Golem
The Log
The Log Zap Ice Golem
The Log Zap
Zap The Log
Zap
Ice Golem The Log
Zap Ice Golem The Log
Zap The Log
The Log
Zap The Log
Zap The Log
The Log
The Log
Zap The Log
Zap Ice Golem The Log Electro Spirit
The Log Zap
Zap The Log
Zap The Log
Zap Ice Golem
Zap Electro Spirit
Zap The Log
Zap Electro Spirit
The Log
Zap Electro Spirit
Zap
The Log
The Log Zap Ice Golem
Zap
Zap Electro Spirit The Log
Zap
Zap The Log

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