My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Archers Ice Golem Electro Wizard Inferno Dragon

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.

Bats Archers Ice Golem Golem Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Golem

Damage spells

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

Missing

Punishments

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

Mega Knight

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.

Barbarians Ice Golem Golem Mega Knight

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.

Golem Electro Wizard

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 Archers Inferno Dragon
Giant Snowball
Bats Archers Barbarians Inferno Dragon
Zap
Bats Archers Inferno Dragon
Barbarian Barrel
Archers Barbarians Electro Wizard
The Log
Archers Barbarians
Earthquake
Archers Barbarians
Arrows
Bats Archers
Royal Delivery
Bats Archers Barbarians Electro Wizard Inferno Dragon
Fireball
Archers Barbarians Electro Wizard Inferno Dragon
Poison
Bats Archers Barbarians Electro Wizard
Lightning
Ice Golem Electro Wizard Inferno Dragon
Rocket
Barbarians Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Mega Knight

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.

Bats Ice Golem Golem Inferno Dragon Mega Knight

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.

Barbarians Ice Golem Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Ice Golem Archers Electro Wizard Inferno Dragon Barbarians Mega Knight Golem

Shortest cycle

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

11 Bats Ice Golem Archers Electro Wizard

Attack Synergies 4 8

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.

Bats
Ice Golem Mega Knight Golem Inferno Dragon
Archers
Ice Golem Golem Inferno Dragon Mega Knight
Barbarians
Ice Golem
Bats Archers Electro Wizard
Golem
Bats Archers Electro Wizard
Electro Wizard
Ice Golem Golem Mega Knight
Inferno Dragon
Mega Knight Bats Archers
Mega Knight
Bats Inferno Dragon Archers Electro Wizard

Defense Synergies 1 12

Bats
Ice Golem Electro Wizard Inferno Dragon Mega Knight
Archers
Ice Golem Electro Wizard Mega Knight
Barbarians
Ice Golem
Archers Bats Electro Wizard Inferno Dragon Mega Knight
Golem
Electro Wizard
Bats Archers Ice Golem Inferno Dragon Mega Knight
Inferno Dragon
Bats Ice Golem Electro Wizard Mega Knight
Mega Knight
Bats Archers Ice Golem Electro Wizard Inferno Dragon

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.

Ice Golem Electro Wizard
Barbarians Inferno Dragon Bats Electro Wizard Mega Knight
Barbarians Mega Knight Bats Archers Electro Wizard Inferno Dragon
Barbarians Inferno Dragon Bats Electro Wizard Mega Knight
Barbarians Mega Knight
Bats Archers Electro Wizard Mega Knight
Bats Electro Wizard Inferno Dragon Archers
Barbarians Ice Golem Electro Wizard Mega Knight
Barbarians Inferno Dragon
Archers Barbarians Ice Golem Electro Wizard Mega Knight
Bats Archers Barbarians Electro Wizard Ice Golem Mega Knight
Inferno Dragon Bats Archers Electro Wizard
Barbarians Mega Knight Bats Electro Wizard
Mega Knight Bats Barbarians Electro Wizard
Barbarians Inferno Dragon Electro Wizard Mega Knight
Barbarians Electro Wizard Inferno Dragon Mega Knight
Barbarians Mega Knight Bats Electro Wizard
Mega Knight Bats Archers Barbarians Electro Wizard
Bats Archers Barbarians Ice Golem Electro Wizard Inferno Dragon Mega Knight
Barbarians Electro Wizard Inferno Dragon
Mega Knight Bats Archers Barbarians Electro Wizard

Counters to secondary win conditions

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

Barbarians Mega Knight Archers Ice Golem Electro Wizard
Electro Wizard Archers Ice Golem Inferno Dragon Mega Knight
Barbarians Mega Knight Bats Ice Golem Electro Wizard
Mega Knight Bats Barbarians Ice Golem Electro Wizard
Barbarians Inferno Dragon Mega Knight
Bats Archers Ice Golem Electro Wizard
Bats Archers Barbarians Ice Golem Electro Wizard
Mega Knight Barbarians Inferno Dragon
Electro Wizard Mega Knight Bats Barbarians Ice Golem Inferno Dragon
Barbarians Inferno Dragon
Inferno Dragon Mega Knight Bats Barbarians
Mega Knight Barbarians Electro Wizard
Barbarians Mega Knight Ice Golem
Archers Barbarians Mega Knight
Barbarians Electro Wizard Bats Archers Ice Golem Inferno Dragon
Bats Mega Knight Archers Barbarians Ice Golem Electro Wizard Inferno Dragon
Electro 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.)

Ice Golem
Electro Wizard
Barbarians Ice Golem
Mega Knight
Bats Ice Golem
Archers
Ice Golem
Bats Electro Wizard
Electro Wizard
Archers
Ice Golem
Ice Golem
Mega Knight
Bats
Archers Electro Wizard Mega Knight
Mega Knight
Mega Knight
Barbarians
Ice Golem Mega Knight
Inferno Dragon
Electro Wizard
Mega Knight
Bats Archers Ice Golem Electro Wizard
Electro Wizard Bats
Mega Knight
Electro Wizard
Mega Knight
Electro Wizard Bats Archers Barbarians
Archers Electro Wizard
Electro Wizard Mega Knight
Ice Golem
Mega Knight
Bats Electro Wizard
Bats Electro Wizard
Electro Wizard Mega Knight
Inferno Dragon
Mega Knight

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