My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

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!
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 Golem Magic Archer

Defensive buildings

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

Goblin Cage

Investments

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

Royal Giant Ice Golem Goblin Cage Magic Archer Goblinstein

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Fireball

Punishments

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

Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Royal Giant Ice Golem 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
Royal Giant
Giant Snowball
Zap
Royal Giant
Barbarian Barrel
Electro Spirit Goblin Cage Magic Archer
The Log
Electro Spirit Royal Giant Goblin Cage
Earthquake
Goblin Cage
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Goblin Cage Magic Archer
Fireball
Goblin Cage Magic Archer
Poison
Goblin Cage Magic Archer
Lightning
Ice Golem Goblin Cage Magic Archer Goblinstein
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Ice Golem Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Ice Golem Fireball 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 Golem

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.

Royal Giant Fireball

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 Golem Fireball

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 Zap Ice Golem Fireball Goblin Cage Magic Archer Goblinstein Royal Giant

Shortest cycle

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

9 Electro Spirit Zap Ice Golem Fireball

Attack Synergies 2 12

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
Zap Royal Giant Fireball
Zap
Fireball Electro Spirit Royal Giant Ice Golem Goblin Cage Magic Archer
Royal Giant
Fireball Electro Spirit Zap Ice Golem Magic Archer
Ice Golem
Zap Royal Giant Magic Archer
Fireball
Zap Royal Giant Electro Spirit Magic Archer
Goblin Cage
Zap Magic Archer
Magic Archer
Zap Royal Giant Ice Golem Fireball Goblin Cage
Goblinstein

Defense Synergies 1 8

Electro Spirit
Zap
Zap
Fireball Electro Spirit Ice Golem Goblin Cage Magic Archer
Royal Giant
Ice Golem
Zap Fireball Magic Archer
Fireball
Zap Ice Golem Goblin Cage
Goblin Cage
Zap Fireball Magic Archer
Magic Archer
Zap Ice Golem Goblin Cage
Goblinstein

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.

Zap Ice Golem Fireball Goblin Cage Magic Archer
Zap Goblin Cage
Goblin Cage
Goblin Cage
Fireball Goblin Cage
Fireball Electro Spirit Zap Magic Archer
Electro Spirit Zap Fireball Goblin Cage Magic Archer
Electro Spirit Zap Ice Golem Fireball Goblin Cage Magic Archer
Goblin Cage
Ice Golem
Electro Spirit Zap Ice Golem Fireball Magic Archer
Zap Fireball Magic Archer
Goblin Cage Zap Fireball
Fireball Electro Spirit Zap Goblin Cage Magic Archer
Goblin Cage
Zap Fireball Goblin Cage
Fireball Goblin Cage
Fireball Goblin Cage Electro Spirit Zap Magic Archer
Zap Goblin Cage Electro Spirit Ice Golem Fireball Magic Archer
Goblin Cage
Electro Spirit Fireball

Counters to secondary win conditions

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

Zap Ice Golem Fireball Goblin Cage
Fireball Zap Ice Golem Magic Archer
Zap Ice Golem Goblin Cage
Zap Ice Golem Fireball Goblin Cage
Goblin Cage
Fireball Electro Spirit Zap Ice Golem Magic Archer
Ice Golem Fireball Goblin Cage
Goblin Cage
Zap Goblin Cage Electro Spirit Ice Golem Fireball Magic Archer
Goblin Cage
Goblin Cage
Zap Fireball Goblin Cage
Ice Golem Fireball Goblin Cage
Fireball Goblin Cage Magic Archer
Electro Spirit Zap Ice Golem Fireball Goblin Cage Magic Archer
Electro Spirit Zap Ice Golem Fireball Goblin Cage Magic Archer
Electro Spirit Zap Fireball Goblin Cage

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.)

Fireball Magic Archer Ice Golem
Fireball Zap Magic Archer
Fireball Magic Archer
Ice Golem Fireball
Fireball Zap Magic Archer
Fireball Electro Spirit Zap Ice Golem Magic Archer
Magic Archer
Fireball Zap Ice Golem Magic Archer
Fireball Zap
Fireball
Zap Fireball Magic Archer
Fireball Zap Magic Archer
Ice Golem Fireball Magic Archer
Fireball Magic Archer
Zap Ice Golem Fireball Magic Archer
Zap Fireball Magic Archer
Magic Archer Fireball
Fireball
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Fireball Magic Archer
Fireball
Zap Fireball
Zap Ice Golem Electro Spirit Fireball Magic Archer
Fireball Zap Magic Archer
Fireball Zap Magic Archer
Fireball Zap Magic Archer
Zap Ice Golem Fireball Magic Archer
Zap Electro Spirit Fireball
Fireball
Zap Fireball Magic Archer
Zap Electro Spirit Fireball Magic Archer
Fireball Magic Archer
Zap Electro Spirit Fireball Magic Archer
Fireball Zap Magic Archer
Fireball
Fireball Magic Archer
Zap Ice Golem Fireball Magic Archer
Zap Fireball
Zap Electro Spirit Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Fireball

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