My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Good

2 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Inferno Dragon

Defensive buildings

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

Bomb Tower

Investments

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

Skeletons Ice Spirit Inferno Dragon Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows

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

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
Skeletons Guards Inferno Dragon
Giant Snowball
Skeletons Guards Inferno Dragon
Zap
Skeletons Guards Inferno Dragon
Barbarian Barrel
Skeletons Ice Spirit Bomb Tower Guards
The Log
Skeletons Ice Spirit Guards
Earthquake
Skeletons Bomb Tower Guards
Arrows
Skeletons Ice Spirit Guards
Royal Delivery
Skeletons Ice Spirit Guards Inferno Dragon
Fireball
Bomb Tower Inferno Dragon
Poison
Bomb Tower Guards
Lightning
Bomb Tower Inferno Dragon Goblinstein
Rocket
Bomb Tower Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows Bomb Tower

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 Inferno Dragon

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Zap Arrows Guards Bomb Tower Inferno Dragon Goblinstein

Shortest cycle

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

7 Skeletons Ice Spirit Zap Arrows

Attack Synergies 2 3

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.

Skeletons
Ice Spirit
Zap Guards Inferno Dragon
Zap
Ice Spirit Arrows Guards
Arrows
Zap
Bomb Tower
Guards
Ice Spirit Zap
Inferno Dragon
Ice Spirit
Goblinstein

Defense Synergies 2 11

Skeletons
Ice Spirit Zap Bomb Tower Inferno Dragon
Ice Spirit
Zap Skeletons Bomb Tower Guards Inferno Dragon
Zap
Ice Spirit Bomb Tower Skeletons Arrows Guards Inferno Dragon
Arrows
Zap Bomb Tower
Bomb Tower
Zap Skeletons Ice Spirit Arrows
Guards
Ice Spirit Zap
Inferno Dragon
Skeletons Ice Spirit Zap
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
Bomb Tower Inferno Dragon Skeletons Ice Spirit Zap
Bomb Tower Skeletons Inferno Dragon
Bomb Tower Inferno Dragon Skeletons Guards
Arrows Bomb Tower
Arrows Skeletons Zap Bomb Tower Guards
Inferno Dragon Ice Spirit Zap Arrows Bomb Tower
Zap Arrows Bomb Tower
Inferno Dragon Skeletons Bomb Tower
Guards Skeletons Ice Spirit
Guards Skeletons Zap Arrows Bomb Tower
Arrows Inferno Dragon Zap
Bomb Tower Skeletons Ice Spirit Zap Guards
Bomb Tower Ice Spirit Zap Arrows Guards
Inferno Dragon Bomb Tower
Bomb Tower Ice Spirit Zap Inferno Dragon
Bomb Tower Skeletons Arrows
Ice Spirit Arrows Bomb Tower Zap Guards
Zap Arrows Bomb Tower Ice Spirit Guards Inferno Dragon
Bomb Tower Inferno Dragon
Arrows Bomb Tower Guards

Counters to secondary win conditions

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

Guards Skeletons Zap
Zap Arrows Bomb Tower Inferno Dragon
Guards Skeletons Ice Spirit Zap Bomb Tower
Guards Zap
Skeletons Guards Inferno Dragon
Arrows Skeletons Ice Spirit Zap Bomb Tower
Guards Skeletons Bomb Tower
Bomb Tower Inferno Dragon
Zap Skeletons Ice Spirit Bomb Tower Inferno Dragon
Skeletons Guards Inferno Dragon
Inferno Dragon Bomb Tower Guards
Zap Arrows Guards
Skeletons Bomb Tower Guards
Bomb Tower
Guards Skeletons Ice Spirit Zap Bomb Tower Inferno Dragon
Arrows Zap Bomb Tower Inferno Dragon
Zap Arrows Bomb Tower

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 Guards
Arrows Zap
Arrows
Arrows Guards
Zap Arrows
Arrows Ice Spirit Zap
Arrows
Arrows Ice Spirit Zap
Arrows Zap
Guards
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Ice Spirit
Inferno Dragon
Arrows Zap
Zap Arrows
Zap Arrows
Zap Arrows
Zap Ice Spirit Guards
Zap Arrows
Zap Ice Spirit Arrows
Arrows
Zap Ice Spirit Guards
Zap Arrows
Arrows
Arrows Zap
Zap Arrows
Zap Ice Spirit Guards
Zap
Zap
Inferno Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: