My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Ram Rider

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 Royal Recruits Ice Wizard Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows Earthquake The Log

Punishments

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

Royal Recruits Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

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 Spirit Royal Recruits Ram Rider

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 Ram Rider

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
Royal Recruits Ram Rider
Giant Snowball
Royal Recruits Ram Rider
Zap
Ram Rider
Barbarian Barrel
Electro Spirit Ice Spirit Royal Recruits Ice Wizard
The Log
Electro Spirit Ice Spirit Royal Recruits Ram Rider
Earthquake
Arrows
Electro Spirit Ice Spirit Royal Recruits
Royal Delivery
Electro Spirit Ice Spirit Royal Recruits Ice Wizard Ram Rider
Fireball
Ice Wizard Ram Rider
Poison
Royal Recruits Ice Wizard
Lightning
Ice Wizard Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Arrows Earthquake The Log 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 Ice Spirit Arrows Royal Recruits 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.

Ice Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Ice Spirit The Log Arrows Earthquake Ice Wizard Ram Rider Royal Recruits

Shortest cycle

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

7 Electro Spirit Ice Spirit The Log Arrows

Attack Synergies 0 10

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
Ram Rider
Ice Spirit
Royal Recruits Ram Rider
Arrows
Earthquake Ram Rider
Royal Recruits
Ice Spirit Ram Rider
Earthquake
Arrows The Log Ram Rider
The Log
Earthquake Ram Rider
Ice Wizard
Ram Rider
Ram Rider
Electro Spirit Ice Spirit Arrows Royal Recruits Earthquake The Log Ice Wizard

Defense Synergies 0 13

Electro Spirit
The Log
Ice Spirit
Royal Recruits Earthquake The Log Ice Wizard Ram Rider
Arrows
Ice Wizard
Royal Recruits
Ice Spirit The Log Ice Wizard
Earthquake
Ice Spirit The Log Ice Wizard
The Log
Electro Spirit Ice Spirit Royal Recruits Earthquake Ice Wizard Ram Rider
Ice Wizard
Ice Spirit Arrows Royal Recruits Earthquake The Log
Ram Rider
Ice Spirit The Log

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.

Earthquake Royal Recruits The Log Ram Rider
Ice Spirit Royal Recruits The Log Ice Wizard Ram Rider
Ram Rider Royal Recruits Ice Wizard
Royal Recruits Ice Wizard Ram Rider
Arrows Royal Recruits Earthquake The Log
Arrows The Log Electro Spirit Earthquake Ice Wizard
Ram Rider Electro Spirit Ice Spirit Arrows Ice Wizard
Earthquake Electro Spirit Arrows Royal Recruits The Log Ram Rider
Royal Recruits Ice Wizard
Ice Spirit Royal Recruits Ice Wizard
Ice Wizard Electro Spirit Arrows Royal Recruits Earthquake The Log Ram Rider
Arrows Ice Wizard Ram Rider
Royal Recruits Ice Spirit Earthquake The Log Ice Wizard Ram Rider
Electro Spirit Ice Spirit Arrows Royal Recruits Earthquake The Log
Royal Recruits Ram Rider
Ice Spirit Royal Recruits The Log Ram Rider
Arrows Royal Recruits
Ice Spirit Arrows Electro Spirit Royal Recruits The Log Ice Wizard Ram Rider
Arrows Earthquake The Log Electro Spirit Ice Spirit Royal Recruits Ice Wizard Ram Rider
Royal Recruits Ram Rider
Royal Recruits Electro Spirit Arrows Earthquake The Log

Counters to secondary win conditions

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

Royal Recruits
Arrows The Log
Royal Recruits Ice Spirit The Log Ram Rider
Royal Recruits The Log Ram Rider
Royal Recruits Ram Rider
Arrows Electro Spirit Ice Spirit Ice Wizard Ram Rider
Royal Recruits Ice Wizard Ram Rider
Royal Recruits
Royal Recruits Electro Spirit Ice Spirit The Log
Royal Recruits
Royal Recruits
Royal Recruits Arrows The Log
Royal Recruits Ram Rider
Royal Recruits
Royal Recruits Electro Spirit Ice Spirit The Log
Arrows Electro Spirit Royal Recruits Earthquake The Log Ice Wizard
Electro Spirit Arrows 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.)

Earthquake Arrows Royal Recruits The Log
Arrows The Log Ice Wizard Ram Rider
Earthquake Arrows The Log
Earthquake Arrows Royal Recruits The Log
Arrows Earthquake The Log
Arrows Electro Spirit Ice Spirit Ice Wizard Ram Rider
Arrows Earthquake The Log
Arrows Earthquake The Log Ice Spirit Ice Wizard Ram Rider
Arrows The Log Ram Rider
Arrows Royal Recruits Earthquake The Log Ram Rider
Arrows
Earthquake The Log
Earthquake Arrows
Earthquake Arrows The Log
Earthquake Arrows The Log
Earthquake Arrows Royal Recruits The Log
Arrows Earthquake
Arrows Earthquake The Log
Arrows Earthquake The Log
Earthquake The Log
Arrows
The Log
Earthquake Arrows Royal Recruits The Log
Arrows Earthquake The Log Electro Spirit Ice Spirit Ice Wizard
Arrows The Log Earthquake Ice Wizard Ram Rider
Arrows The Log Ram Rider
Arrows The Log
Arrows Ice Wizard
Electro Spirit Ice Spirit
Arrows Earthquake The Log
Electro Spirit Ice Spirit Arrows
Arrows Earthquake The Log
Earthquake Electro Spirit Ice Spirit Royal Recruits
Arrows Ice Wizard Ram Rider
Arrows The Log
Arrows The Log Earthquake
Arrows
Royal Recruits
Electro Spirit Ice Spirit Royal Recruits The Log
Royal Recruits The Log

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