My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Phoenix Magic Archer

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.

Bomber Ice Golem Phoenix Magic Archer

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Earthquake The Log

Punishments

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

Goblin Barrel

Pump responses

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

Earthquake Goblin Barrel

Dropped at the bridge

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

Goblins Ice Golem Phoenix 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.

Goblin Barrel 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
Bomber Goblin Barrel Phoenix
Giant Snowball
Goblins Bomber Goblin Barrel
Zap
Goblins Bomber Goblin Barrel
Barbarian Barrel
Goblins Bomber Goblin Barrel Magic Archer
The Log
Goblins Bomber Goblin Barrel
Earthquake
Bomber Goblin Barrel
Arrows
Goblins Bomber Goblin Barrel
Royal Delivery
Goblins Bomber Goblin Barrel Magic Archer
Fireball
Bomber Goblin Barrel Magic Archer
Poison
Bomber Phoenix Magic Archer
Lightning
Ice Golem Phoenix Magic Archer
Rocket
Phoenix Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Ice Golem Earthquake The Log 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.

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.

Goblin Barrel

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 Goblin Barrel

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.

Goblins Bomber Ice Golem The Log Earthquake Goblin Barrel Phoenix Magic Archer

Shortest cycle

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

8 Goblins Bomber Ice Golem The Log

Attack Synergies 1 5

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.

Goblins
Ice Golem
Bomber
Ice Golem
Ice Golem
Goblin Barrel Goblins Bomber Magic Archer
Earthquake
The Log
Goblin Barrel
Ice Golem
The Log
Earthquake Magic Archer
Phoenix
Magic Archer
Ice Golem The Log

Defense Synergies 1 12

Goblins
Bomber Ice Golem The Log Phoenix Magic Archer
Bomber
Ice Golem Goblins The Log
Ice Golem
Bomber Goblins Earthquake The Log Phoenix Magic Archer
Earthquake
Ice Golem The Log
Goblin Barrel
The Log
Goblins Bomber Ice Golem Earthquake Magic Archer
Phoenix
Goblins Ice Golem
Magic Archer
Goblins Ice Golem 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 Bomber Ice Golem The Log Magic Archer
Goblins The Log Phoenix
Goblins Bomber
Goblins Phoenix
Bomber Earthquake The Log
The Log Goblins Bomber Earthquake Magic Archer
Phoenix Magic Archer
Earthquake Ice Golem The Log Phoenix Magic Archer
Goblins Phoenix
Goblins Bomber Ice Golem Phoenix
Goblins Bomber Ice Golem Earthquake The Log Magic Archer
Phoenix Magic Archer
Bomber Earthquake The Log
Bomber Goblins Earthquake The Log Magic Archer
Phoenix
The Log
Goblins Bomber
Goblins Bomber The Log Magic Archer
Earthquake The Log Bomber Ice Golem Magic Archer
Phoenix
Bomber Goblins Earthquake The Log

Counters to secondary win conditions

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

Goblins Ice Golem
Bomber Ice Golem The Log Phoenix Magic Archer
Goblins Ice Golem The Log
Ice Golem The Log Phoenix
Phoenix
Ice Golem Magic Archer
Goblins Ice Golem Phoenix
Phoenix
Goblins Ice Golem The Log Phoenix Magic Archer
Phoenix
Phoenix
The Log Phoenix
Ice Golem
Bomber Magic Archer
Phoenix Goblins Bomber Ice Golem The Log Magic Archer
Bomber Ice Golem Earthquake The Log Phoenix Magic Archer
Bomber

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 Ice Golem The Log
The Log Magic Archer
Earthquake The Log Magic Archer
Earthquake Ice Golem The Log
Bomber Earthquake The Log Magic Archer
Ice Golem Magic Archer
Bomber Earthquake The Log Magic Archer
Earthquake The Log Ice Golem Magic Archer
The Log
Goblins
Earthquake The Log Magic Archer
Magic Archer
Earthquake Ice Golem The Log Magic Archer
Earthquake Magic Archer
Earthquake Ice Golem The Log Magic Archer
Earthquake Bomber The Log Magic Archer
Earthquake Magic Archer The Log
Earthquake
Bomber
Bomber Earthquake The Log Magic Archer
Bomber Earthquake The Log Magic Archer
Earthquake The Log Magic Archer
The Log
Earthquake The Log
Ice Golem Earthquake The Log Bomber Magic Archer
The Log Earthquake Magic Archer
The Log Magic Archer
The Log Magic Archer
Ice Golem Magic Archer
Bomber Earthquake The Log Magic Archer
Magic Archer
Earthquake The Log Magic Archer
Earthquake Magic Archer
Magic Archer
The Log
Magic Archer
The Log Bomber Ice Golem Earthquake Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer

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