My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Mediocre
Versatility
RIP
F2P score
RIP

3 problems 3 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 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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

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.

Fireball Rage Freeze 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.

Fireball Goblin Barrel

Dropped at the bridge

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

Ice Spirit

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

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
Goblin Barrel Clone
Giant Snowball
Goblin Barrel Clone
Zap
Goblin Barrel Clone
Barbarian Barrel
Ice Spirit Goblin Barrel Clone
The Log
Ice Spirit Goblin Barrel Clone
Earthquake
Goblin Barrel Clone
Arrows
Ice Spirit Goblin Barrel Clone
Royal Delivery
Ice Spirit Goblin Barrel Clone
Fireball
Goblin Barrel Clone
Poison
Clone
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball Freeze The Log

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 Rage Clone Freeze

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.

Fireball 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.

Ice Spirit Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Ice Spirit Rage The Log Goblin Barrel Clone Fireball Freeze

Shortest cycle

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

5 Mirror Ice Spirit Rage The Log

Attack Synergies 4 4

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
Goblin Barrel
Fireball
Mirror Freeze The Log
Mirror
Fireball Goblin Barrel The Log Freeze
Rage
Goblin Barrel
Ice Spirit Mirror Clone
Clone
Goblin Barrel
Freeze
Fireball Mirror
The Log
Mirror Fireball

Defense Synergies 2 4

Ice Spirit
Fireball The Log
Fireball
Mirror The Log Ice Spirit Freeze
Mirror
Fireball The Log
Rage
Goblin Barrel
Clone
Freeze
Fireball
The Log
Fireball Ice Spirit Mirror

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.

Fireball The Log
Ice Spirit The Log
Freeze
Fireball The Log
Fireball Freeze The Log
Ice Spirit Fireball Freeze
Fireball The Log
Ice Spirit
Fireball Freeze The Log
Fireball
Ice Spirit Fireball Freeze The Log
Fireball Ice Spirit Freeze The Log
Ice Spirit Fireball Freeze The Log
Fireball
Ice Spirit Fireball The Log
Freeze The Log Ice Spirit Fireball
Fireball The Log

Counters to secondary win conditions

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

Fireball
Fireball The Log
Ice Spirit The Log
Fireball The Log
Fireball Ice Spirit Freeze
Fireball
Freeze Ice Spirit Fireball The Log
Fireball The Log
Fireball
Fireball
Ice Spirit Fireball Freeze The Log
Fireball Freeze The Log
Fireball

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 Freeze The Log
Fireball The Log
Fireball The Log
Fireball Freeze The Log
Fireball The Log
Fireball Ice Spirit Freeze
The Log
Fireball The Log Ice Spirit Freeze
Fireball The Log
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball Freeze
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Freeze
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Freeze The Log Ice Spirit Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Ice Spirit Fireball Freeze
Fireball
Fireball The Log
Ice Spirit Fireball Freeze
Fireball The Log
Ice Spirit Fireball Freeze
Fireball
Freeze
The Log Fireball
Fireball
The Log Fireball
Fireball
Ice Spirit Fireball Freeze The Log
Fireball
Fireball Freeze The Log
Fireball

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