My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Ice Golem Three Musketeers Mother Witch

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 Ice Golem Battle Ram Barbarian Hut Three Musketeers Royal Ghost Mother Witch

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

Damage spells

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

Arrows

Punishments

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

Battle Ram Royal Ghost

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.

Ice Spirit Ice Golem Battle Ram Royal Ghost

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.

Royal Ghost

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 Three Musketeers
Giant Snowball
Battle Ram Three Musketeers
Zap
Battle Ram Three Musketeers
Barbarian Barrel
Ice Spirit Battle Ram Barbarian Hut Three Musketeers Royal Ghost
The Log
Ice Spirit Battle Ram Barbarian Hut Three Musketeers
Earthquake
Barbarian Hut
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Battle Ram Three Musketeers Royal Ghost Mother Witch
Fireball
Battle Ram Barbarian Hut Three Musketeers Mother Witch
Poison
Barbarian Hut Three Musketeers Mother Witch
Lightning
Ice Golem Battle Ram Barbarian Hut Three Musketeers Mother Witch
Rocket
Barbarian Hut Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Ice Golem Royal Ghost

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 Spirit Arrows Ice Golem Battle Ram Royal Ghost Mother Witch

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 Golem Three Musketeers

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.

Ice Spirit Ice Golem Arrows Royal Ghost Battle Ram Mother Witch Barbarian Hut Three Musketeers

Shortest cycle

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

9 Ice Spirit Ice Golem Arrows Royal Ghost

Attack Synergies 3 17

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.

Ice Spirit
Battle Ram Barbarian Hut Three Musketeers Royal Ghost
Arrows
Battle Ram Barbarian Hut Mother Witch
Ice Golem
Battle Ram Three Musketeers Barbarian Hut Mother Witch
Battle Ram
Ice Spirit Ice Golem Arrows Barbarian Hut Three Musketeers Royal Ghost Mother Witch
Barbarian Hut
Ice Spirit Arrows Ice Golem Battle Ram Three Musketeers Royal Ghost Mother Witch
Three Musketeers
Ice Golem Ice Spirit Battle Ram Barbarian Hut Royal Ghost
Royal Ghost
Ice Spirit Battle Ram Barbarian Hut Three Musketeers Mother Witch
Mother Witch
Arrows Ice Golem Battle Ram Barbarian Hut Royal Ghost

Defense Synergies 0 12

Ice Spirit
Ice Golem Three Musketeers Royal Ghost
Arrows
Ice Golem Barbarian Hut Mother Witch
Ice Golem
Ice Spirit Arrows Barbarian Hut Three Musketeers Royal Ghost Mother Witch
Battle Ram
Barbarian Hut
Arrows Ice Golem Mother Witch
Three Musketeers
Ice Spirit Ice Golem
Royal Ghost
Ice Spirit Ice Golem Mother Witch
Mother Witch
Arrows Ice Golem Barbarian Hut Royal Ghost

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.

Barbarian Hut Ice Golem
Barbarian Hut Ice Spirit Three Musketeers
Barbarian Hut Three Musketeers
Barbarian Hut Three Musketeers
Arrows
Arrows Royal Ghost Mother Witch
Three Musketeers Ice Spirit Arrows Barbarian Hut
Barbarian Hut Arrows Ice Golem
Barbarian Hut Three Musketeers
Ice Spirit Ice Golem Royal Ghost
Mother Witch Arrows Ice Golem Royal Ghost
Arrows Three Musketeers Barbarian Hut
Barbarian Hut Ice Spirit Three Musketeers
Barbarian Hut Three Musketeers Ice Spirit Arrows Royal Ghost
Barbarian Hut Three Musketeers
Barbarian Hut Ice Spirit Three Musketeers
Barbarian Hut Three Musketeers Arrows
Ice Spirit Arrows Barbarian Hut Three Musketeers Royal Ghost
Arrows Ice Spirit Ice Golem Barbarian Hut Royal Ghost Mother Witch
Barbarian Hut Three Musketeers
Royal Ghost Arrows Mother Witch

Counters to secondary win conditions

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

Barbarian Hut Ice Golem Royal Ghost
Arrows Ice Golem Royal Ghost
Ice Spirit Ice Golem Barbarian Hut
Ice Golem Barbarian Hut
Barbarian Hut Three Musketeers
Arrows Mother Witch Ice Spirit Ice Golem Three Musketeers
Ice Golem Barbarian Hut
Barbarian Hut
Ice Spirit Ice Golem Barbarian Hut
Barbarian Hut Three Musketeers
Arrows
Ice Golem Barbarian Hut Three Musketeers
Barbarian Hut Three Musketeers
Ice Spirit Ice Golem Barbarian Hut Three Musketeers
Arrows Ice Golem Barbarian Hut Royal Ghost Mother Witch
Arrows 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.)

Arrows Ice Golem Barbarian Hut Royal Ghost
Arrows Royal Ghost
Arrows Barbarian Hut
Arrows Ice Golem Barbarian Hut
Arrows
Arrows Mother Witch Ice Spirit Ice Golem
Arrows
Arrows Ice Spirit Ice Golem Barbarian Hut
Arrows
Three Musketeers
Arrows
Arrows
Ice Golem Barbarian Hut Three Musketeers
Arrows
Arrows Ice Golem Barbarian Hut
Arrows Barbarian Hut Three Musketeers
Arrows Barbarian Hut Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Arrows Mother Witch
Arrows
Arrows Barbarian Hut
Arrows Ice Golem Mother Witch Ice Spirit
Arrows Royal Ghost
Arrows
Arrows
Arrows Ice Golem Mother Witch
Ice Spirit
Arrows
Ice Spirit Arrows
Arrows
Ice Spirit Barbarian Hut
Arrows Three Musketeers
Arrows
Three Musketeers
Arrows Ice Golem
Arrows
Three Musketeers
Ice Spirit
Royal Ghost

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