My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

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

Magic Archer

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.

Ice Spirit Knight Battle Ram Barbarian Hut Magic Archer

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.

Earthquake Tornado

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.

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 Knight Battle Ram Magic Archer

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 Magic Archer

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
Battle Ram
Giant Snowball
Battle Ram
Zap
Battle Ram
Barbarian Barrel
Electro Spirit Ice Spirit Knight Battle Ram Barbarian Hut Magic Archer
The Log
Electro Spirit Ice Spirit Battle Ram Barbarian Hut
Earthquake
Barbarian Hut
Arrows
Electro Spirit Ice Spirit
Royal Delivery
Electro Spirit Ice Spirit Knight Battle Ram Magic Archer
Fireball
Battle Ram Barbarian Hut Magic Archer
Poison
Barbarian Hut Magic Archer
Lightning
Knight Battle Ram Barbarian Hut Magic Archer
Rocket
Barbarian Hut Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Earthquake Tornado Magic Archer

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 Knight Battle Ram Tornado

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

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.

Good

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 Knight Earthquake Tornado Battle Ram Magic Archer Barbarian Hut

Shortest cycle

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

8 Electro Spirit Ice Spirit Knight Earthquake

Attack Synergies 5 11

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
Battle Ram
Ice Spirit
Knight Battle Ram Barbarian Hut
Knight
Ice Spirit Battle Ram Earthquake Barbarian Hut Magic Archer
Earthquake
Knight Battle Ram Barbarian Hut Tornado
Battle Ram
Ice Spirit Knight Magic Archer Electro Spirit Earthquake Barbarian Hut Tornado
Barbarian Hut
Ice Spirit Knight Earthquake Battle Ram Magic Archer
Tornado
Magic Archer Earthquake Battle Ram
Magic Archer
Battle Ram Tornado Knight Barbarian Hut

Defense Synergies 2 10

Electro Spirit
Ice Spirit
Knight Earthquake Tornado Magic Archer
Knight
Magic Archer Ice Spirit Earthquake Barbarian Hut Tornado
Earthquake
Ice Spirit Knight Barbarian Hut Tornado
Battle Ram
Barbarian Hut
Knight Earthquake Magic Archer
Tornado
Magic Archer Ice Spirit Knight Earthquake
Magic Archer
Knight Tornado Ice Spirit Barbarian Hut

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 Barbarian Hut Knight Magic Archer
Barbarian Hut Ice Spirit Knight
Barbarian Hut Tornado Knight
Barbarian Hut Knight
Earthquake Tornado
Tornado Electro Spirit Earthquake Magic Archer
Tornado Electro Spirit Ice Spirit Barbarian Hut Magic Archer
Earthquake Barbarian Hut Electro Spirit Magic Archer
Barbarian Hut Tornado
Knight Tornado Ice Spirit
Electro Spirit Knight Earthquake Tornado Magic Archer
Barbarian Hut Tornado Magic Archer
Barbarian Hut Ice Spirit Knight Earthquake
Barbarian Hut Electro Spirit Ice Spirit Earthquake Tornado Magic Archer
Barbarian Hut Knight
Barbarian Hut Tornado Ice Spirit
Barbarian Hut Knight Tornado
Ice Spirit Electro Spirit Knight Barbarian Hut Tornado Magic Archer
Earthquake Tornado Electro Spirit Ice Spirit Knight Barbarian Hut Magic Archer
Barbarian Hut Tornado
Electro Spirit Knight Earthquake

Counters to secondary win conditions

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

Knight Barbarian Hut
Knight Magic Archer
Ice Spirit Knight Barbarian Hut
Knight Barbarian Hut Tornado
Barbarian Hut Knight
Electro Spirit Ice Spirit Tornado Magic Archer
Knight Barbarian Hut
Knight Barbarian Hut
Electro Spirit Ice Spirit Knight Barbarian Hut Tornado Magic Archer
Barbarian Hut
Knight
Tornado
Knight Barbarian Hut
Barbarian Hut Magic Archer
Electro Spirit Ice Spirit Knight Barbarian Hut Tornado Magic Archer
Electro Spirit Earthquake Barbarian Hut Magic Archer
Electro Spirit Barbarian Hut

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 Magic Archer Knight Barbarian Hut
Tornado Magic Archer
Earthquake Barbarian Hut Magic Archer
Earthquake Knight Barbarian Hut
Earthquake Magic Archer
Electro Spirit Ice Spirit Tornado Magic Archer
Earthquake Tornado Magic Archer
Earthquake Ice Spirit Barbarian Hut Tornado Magic Archer
Tornado
Tornado
Knight Earthquake Tornado Magic Archer
Tornado Magic Archer
Earthquake Knight Barbarian Hut Magic Archer
Earthquake Magic Archer
Earthquake Barbarian Hut Magic Archer
Earthquake Barbarian Hut Magic Archer
Earthquake Magic Archer Barbarian Hut
Earthquake Tornado
Earthquake Magic Archer
Earthquake Tornado Magic Archer
Earthquake Magic Archer
Tornado
Tornado
Earthquake Barbarian Hut
Earthquake Tornado Electro Spirit Ice Spirit Magic Archer
Earthquake Tornado Magic Archer
Tornado Magic Archer
Tornado Magic Archer
Tornado Magic Archer
Electro Spirit Ice Spirit
Earthquake Magic Archer
Electro Spirit Ice Spirit Magic Archer
Earthquake Magic Archer
Earthquake Electro Spirit Ice Spirit Barbarian Hut Magic Archer
Tornado Magic Archer
Knight Magic Archer
Earthquake Magic Archer
Tornado
Electro Spirit Ice Spirit Tornado Magic Archer
Tornado Magic Archer
Tornado Magic Archer

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