My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Great!
Versatility
Mediocre
F2P score
RIP

2 problems 2 warnings 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 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!
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 Wizard

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 Giant Ice Wizard Fisherman Monk

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.

Arrows Barbarian Barrel

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.

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 Royal Giant Barbarian Barrel

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.

Monk

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 Guards Fisherman
Giant Snowball
Guards Fisherman
Zap
Royal Giant Guards Fisherman
Barbarian Barrel
Ice Spirit Guards Ice Wizard
The Log
Ice Spirit Royal Giant Guards Fisherman
Earthquake
Guards
Arrows
Ice Spirit Guards
Royal Delivery
Ice Spirit Guards Ice Wizard Fisherman
Fireball
Ice Wizard Fisherman
Poison
Guards Ice Wizard Fisherman
Lightning
Ice Wizard Fisherman Monk
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Barbarian Barrel 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.

Ice Spirit Arrows Guards Ice Wizard

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Barbarian Barrel Arrows Guards Ice Wizard Fisherman Monk Royal Giant

Shortest cycle

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

9 Ice Spirit Barbarian Barrel Arrows Guards

Attack Synergies 5 8

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
Royal Giant Royal Giant Barbarian Barrel Guards Fisherman
Arrows
Royal Giant
Royal Giant
Ice Spirit Arrows Barbarian Barrel Ice Wizard Fisherman Ice Spirit Guards Monk
Barbarian Barrel
Royal Giant Ice Spirit Ice Wizard
Guards
Ice Spirit Royal Giant
Ice Wizard
Royal Giant Barbarian Barrel Fisherman
Fisherman
Royal Giant Ice Spirit Ice Wizard
Monk
Royal Giant

Defense Synergies 1 12

Ice Spirit
Barbarian Barrel Guards Ice Wizard Fisherman
Arrows
Barbarian Barrel Ice Wizard Monk
Royal Giant
Barbarian Barrel
Ice Spirit Arrows Guards Ice Wizard
Guards
Fisherman Ice Spirit Barbarian Barrel Ice Wizard
Ice Wizard
Ice Spirit Arrows Barbarian Barrel Guards Fisherman
Fisherman
Guards Ice Spirit Ice Wizard Monk
Monk
Arrows Fisherman

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 Barrel
Ice Spirit Ice Wizard Fisherman Monk
Fisherman Ice Wizard
Guards Ice Wizard Fisherman Monk
Arrows Barbarian Barrel Monk
Arrows Barbarian Barrel Guards Ice Wizard
Ice Spirit Arrows Ice Wizard
Arrows Barbarian Barrel Monk
Ice Wizard Fisherman
Guards Ice Spirit Barbarian Barrel Ice Wizard Fisherman
Guards Ice Wizard Arrows Barbarian Barrel Fisherman
Arrows Ice Wizard
Ice Spirit Guards Ice Wizard
Ice Spirit Arrows Barbarian Barrel Guards
Monk Ice Spirit Fisherman
Arrows Fisherman
Ice Spirit Arrows Barbarian Barrel Guards Ice Wizard Fisherman
Arrows Barbarian Barrel Ice Spirit Guards Ice Wizard Fisherman
Fisherman
Arrows Barbarian Barrel Guards Fisherman
Guards Fisherman

Counters to secondary win conditions

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

Guards Barbarian Barrel Fisherman
Arrows Barbarian Barrel Fisherman Monk
Guards Ice Spirit Fisherman
Guards Barbarian Barrel Fisherman Monk
Guards Fisherman
Arrows Ice Spirit Ice Wizard Monk
Guards Ice Wizard
Fisherman
Ice Spirit Barbarian Barrel Monk
Guards
Guards
Monk Arrows Guards
Guards
Guards Ice Spirit Barbarian Barrel Fisherman Monk
Arrows Barbarian Barrel Ice Wizard
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.)

Arrows Barbarian Barrel Guards Monk
Arrows Monk Barbarian Barrel Ice Wizard Fisherman
Arrows Barbarian Barrel
Arrows Barbarian Barrel Guards
Arrows Barbarian Barrel
Arrows Ice Spirit Ice Wizard Monk
Arrows
Arrows Ice Spirit Barbarian Barrel Ice Wizard
Arrows Monk Fisherman
Guards Fisherman
Monk Arrows Barbarian Barrel Fisherman
Monk Arrows
Barbarian Barrel Fisherman
Arrows Barbarian Barrel Fisherman Monk
Arrows Barbarian Barrel Fisherman
Arrows Barbarian Barrel
Arrows Barbarian Barrel
Monk Arrows Barbarian Barrel
Fisherman
Arrows Barbarian Barrel Fisherman Monk
Arrows Barbarian Barrel Monk
Monk
Arrows
Fisherman Monk
Arrows Barbarian Barrel Monk
Arrows Ice Spirit Barbarian Barrel Ice Wizard
Fisherman
Arrows Barbarian Barrel Ice Wizard Fisherman Monk
Arrows Fisherman Monk
Arrows Barbarian Barrel Fisherman
Arrows Ice Wizard
Ice Spirit Guards
Arrows
Ice Spirit Arrows Monk
Arrows Monk
Ice Spirit Barbarian Barrel Guards
Arrows Ice Wizard Monk
Arrows Barbarian Barrel
Arrows
Monk Arrows
Ice Spirit Guards
Barbarian Barrel Monk
Monk
Fisherman

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