My Best Clash Royale Deck

Deck Check Rating

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

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 Wizard

Defensive buildings

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

Barbarian Hut

Investments

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

Skeletons Barbarian Hut Ice Wizard Lava Hound Monk

Offensive cards

Win conditions

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

Royal Hogs Lava Hound

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.

Elite Barbarians Royal Hogs

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.

Elite Barbarians Royal Hogs Lava Hound

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.

Elite Barbarians Royal Hogs Monk

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 Elite Barbarians Royal Hogs Lava Hound
Giant Snowball
Skeletons Royal Hogs Lava Hound
Zap
Skeletons Royal Hogs Lava Hound
Barbarian Barrel
Skeletons Elite Barbarians Royal Hogs Barbarian Hut Ice Wizard
The Log
Skeletons Elite Barbarians Royal Hogs Barbarian Hut
Earthquake
Skeletons Royal Hogs Barbarian Hut
Arrows
Skeletons Royal Hogs Lava Hound
Royal Delivery
Skeletons Elite Barbarians Royal Hogs Ice Wizard Lava Hound
Fireball
Elite Barbarians Royal Hogs Barbarian Hut Ice Wizard Lava Hound
Poison
Royal Hogs Barbarian Hut Ice Wizard Lava Hound
Lightning
Elite Barbarians Barbarian Hut Ice Wizard Monk
Rocket
Elite Barbarians Royal Hogs Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Ice Wizard

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.

Elite Barbarians

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 Lava Hound

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.

Skeletons Zap Ice Wizard Royal Hogs Monk Elite Barbarians Barbarian Hut Lava Hound

Shortest cycle

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

11 Skeletons Zap Ice Wizard Royal Hogs

Attack Synergies 1 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.

Skeletons
Zap
Elite Barbarians Royal Hogs Barbarian Hut Ice Wizard Lava Hound
Elite Barbarians
Zap
Royal Hogs
Zap Barbarian Hut Monk
Barbarian Hut
Zap Royal Hogs Ice Wizard
Ice Wizard
Zap Barbarian Hut
Lava Hound
Zap
Monk
Royal Hogs

Defense Synergies 0 9

Skeletons
Zap Elite Barbarians Barbarian Hut Ice Wizard Monk
Zap
Skeletons Elite Barbarians Barbarian Hut Ice Wizard
Elite Barbarians
Skeletons Zap
Royal Hogs
Barbarian Hut
Skeletons Zap Ice Wizard
Ice Wizard
Skeletons Zap Barbarian Hut
Lava Hound
Monk
Skeletons

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.

Barbarian Hut Zap
Elite Barbarians Barbarian Hut Skeletons Zap Ice Wizard Monk
Barbarian Hut Skeletons Elite Barbarians Ice Wizard
Elite Barbarians Barbarian Hut Skeletons Ice Wizard Monk
Elite Barbarians Monk
Skeletons Zap Ice Wizard
Zap Barbarian Hut Ice Wizard
Barbarian Hut Zap Monk
Barbarian Hut Skeletons Elite Barbarians Ice Wizard
Elite Barbarians Skeletons Ice Wizard
Ice Wizard Skeletons Zap
Zap Barbarian Hut Ice Wizard
Barbarian Hut Skeletons Zap Elite Barbarians Ice Wizard
Barbarian Hut Zap
Elite Barbarians Barbarian Hut
Barbarian Hut Monk Zap Elite Barbarians
Barbarian Hut Skeletons Elite Barbarians
Zap Elite Barbarians Barbarian Hut Ice Wizard
Zap Barbarian Hut Ice Wizard
Barbarian Hut Elite Barbarians
Elite Barbarians

Counters to secondary win conditions

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

Barbarian Hut Skeletons Zap Elite Barbarians
Zap Elite Barbarians Monk
Skeletons Zap Elite Barbarians Barbarian Hut
Zap Elite Barbarians Barbarian Hut Monk
Barbarian Hut Skeletons Elite Barbarians
Skeletons Zap Ice Wizard Monk
Skeletons Elite Barbarians Barbarian Hut Ice Wizard
Elite Barbarians Barbarian Hut
Zap Skeletons Elite Barbarians Barbarian Hut Monk
Skeletons Barbarian Hut
Elite Barbarians
Monk Zap Elite Barbarians
Elite Barbarians Skeletons Barbarian Hut
Barbarian Hut
Elite Barbarians Skeletons Zap Barbarian Hut Monk
Zap Elite Barbarians Barbarian Hut Ice Wizard
Zap Barbarian Hut 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.)

Barbarian Hut Monk
Monk Zap Ice Wizard
Barbarian Hut
Barbarian Hut
Zap
Zap Ice Wizard Monk
Zap Barbarian Hut Ice Wizard
Monk Zap
Elite Barbarians
Monk Zap
Monk Zap
Elite Barbarians Barbarian Hut
Monk
Zap Elite Barbarians Barbarian Hut
Zap Barbarian Hut
Barbarian Hut
Monk
Zap Monk
Zap Monk
Monk
Monk
Zap Barbarian Hut Monk
Zap Ice Wizard
Zap Ice Wizard Monk
Zap Monk
Zap
Elite Barbarians Zap Ice Wizard
Zap
Elite Barbarians
Zap
Zap Monk
Monk
Zap Barbarian Hut
Zap Ice Wizard Monk
Zap
Monk Zap
Elite Barbarians
Zap Elite Barbarians
Zap
Zap Monk
Monk

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