My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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 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.

Firecracker Ice Golem Ice Wizard

Defensive buildings

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

Mortar

Investments

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

Firecracker Ice Golem Ice Wizard

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Tornado

Punishments

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

Mortar

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 Goblins Mortar Ice Golem

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 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
Giant Snowball
Goblins
Zap
Goblins Firecracker Mortar
Barbarian Barrel
Electro Spirit Goblins Firecracker Mortar Ice Wizard
The Log
Electro Spirit Goblins Firecracker
Earthquake
Firecracker Mortar
Arrows
Electro Spirit Goblins Firecracker
Royal Delivery
Electro Spirit Goblins Firecracker Ice Wizard
Fireball
Firecracker Mortar Ice Wizard
Poison
Firecracker Mortar Ice Wizard
Lightning
Mortar Ice Golem Ice Wizard
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker Ice Golem Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker Mortar Ice Golem Tornado 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.

Electro Spirit Arrows Ice Golem Tornado Ice Wizard

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.

Goblins Ice Golem 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Goblins Ice Golem Arrows Firecracker Tornado Ice Wizard Mortar

Shortest cycle

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

8 Electro Spirit Goblins Ice Golem Arrows

Attack Synergies 0 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.

Electro Spirit
Goblins
Ice Golem
Arrows
Mortar
Firecracker
Mortar Ice Golem Tornado
Mortar
Arrows Firecracker Ice Golem Tornado
Ice Golem
Goblins Firecracker Mortar
Tornado
Firecracker Mortar Ice Wizard
Ice Wizard
Tornado

Defense Synergies 2 16

Electro Spirit
Goblins
Firecracker Mortar Ice Golem Ice Wizard
Arrows
Mortar Ice Golem Tornado Ice Wizard
Firecracker
Ice Golem Goblins Mortar Tornado Ice Wizard
Mortar
Goblins Arrows Firecracker Ice Golem Tornado Ice Wizard
Ice Golem
Firecracker Goblins Arrows Mortar Tornado Ice Wizard
Tornado
Ice Wizard Arrows Firecracker Mortar Ice Golem
Ice Wizard
Tornado Goblins Arrows Firecracker Mortar Ice Golem

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 Mortar Ice Golem
Goblins Firecracker Mortar Ice Wizard
Mortar Tornado Goblins Ice Wizard
Goblins Firecracker Mortar Ice Wizard
Arrows Firecracker Tornado
Arrows Tornado Electro Spirit Goblins Firecracker Ice Wizard
Tornado Electro Spirit Arrows Firecracker Mortar Ice Wizard
Electro Spirit Arrows Ice Golem
Goblins Mortar Tornado Ice Wizard
Tornado Goblins Firecracker Ice Golem Ice Wizard
Goblins Ice Wizard Electro Spirit Arrows Firecracker Ice Golem Tornado
Arrows Firecracker Tornado Ice Wizard
Mortar Ice Wizard
Electro Spirit Goblins Arrows Firecracker Mortar Tornado
Mortar
Tornado Mortar
Goblins Arrows Firecracker Mortar Tornado
Arrows Mortar Electro Spirit Goblins Firecracker Tornado Ice Wizard
Arrows Mortar Tornado Electro Spirit Firecracker Ice Golem Ice Wizard
Mortar Tornado
Electro Spirit Goblins Arrows Firecracker
Mortar

Counters to secondary win conditions

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

Goblins Ice Golem
Arrows Firecracker Mortar Ice Golem
Goblins Ice Golem
Ice Golem Tornado
Arrows Firecracker Electro Spirit Ice Golem Tornado Ice Wizard
Goblins Ice Golem Ice Wizard
Electro Spirit Goblins Firecracker Mortar Ice Golem Tornado
Arrows Tornado
Ice Golem
Firecracker
Electro Spirit Goblins Firecracker Mortar Ice Golem Tornado
Arrows Electro Spirit Firecracker Ice Golem Ice Wizard
Electro Spirit Arrows Mortar 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.)

Arrows Firecracker Mortar Ice Golem
Arrows Firecracker Mortar Tornado Ice Wizard
Arrows
Arrows Firecracker Ice Golem
Arrows Firecracker Mortar
Arrows Firecracker Electro Spirit Ice Golem Tornado Ice Wizard
Arrows Firecracker Mortar Tornado
Arrows Firecracker Ice Golem Tornado Ice Wizard
Arrows Firecracker Mortar Tornado
Goblins Tornado
Firecracker Arrows Mortar Tornado
Arrows Firecracker Tornado
Firecracker Mortar Ice Golem
Arrows Firecracker Mortar
Arrows Firecracker Mortar Ice Golem
Arrows Firecracker Mortar
Arrows Firecracker Mortar
Arrows Mortar Tornado
Arrows Firecracker Mortar
Arrows Firecracker Mortar Tornado
Arrows Tornado
Tornado
Arrows Mortar
Arrows Firecracker Ice Golem Tornado Electro Spirit Mortar Ice Wizard
Arrows Firecracker Mortar Tornado Ice Wizard
Arrows Mortar Tornado
Arrows Firecracker Mortar Tornado
Arrows Firecracker Ice Golem Tornado Ice Wizard
Electro Spirit Firecracker
Arrows Mortar
Electro Spirit Arrows Firecracker
Arrows Firecracker
Electro Spirit
Arrows Firecracker Tornado Ice Wizard
Arrows
Firecracker
Arrows Firecracker Mortar Ice Golem
Arrows Tornado
Firecracker
Electro Spirit Firecracker Tornado
Firecracker Tornado
Firecracker Mortar Tornado
Firecracker Mortar

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