My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Ice Spirit Electro Giant Magic Archer

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Arrows Fireball The Log

Punishments

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

Electro Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Spirit Ice Spirit Electro Giant 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.

Electro Spirit 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
Giant Snowball
Zap
Barbarian Barrel
Electro Spirit Ice Spirit Magic Archer
The Log
Electro Spirit Ice Spirit
Earthquake
Arrows
Electro Spirit Ice Spirit
Royal Delivery
Electro Spirit Ice Spirit Magic Archer
Fireball
Magic Archer
Poison
Magic Archer
Lightning
Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Zap Arrows Fireball Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Zap Arrows Fireball Electro Giant 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.

Electro Spirit Ice Spirit Arrows Electro Giant

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

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

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.

Electro Spirit Ice Spirit Zap The Log Arrows Fireball Magic Archer Electro Giant

Shortest cycle

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

6 Electro Spirit Ice Spirit Zap The Log

Attack Synergies 4 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.

Electro Spirit
Zap Fireball Electro Giant
Ice Spirit
Zap
Zap
Ice Spirit Arrows Fireball Electro Spirit The Log Magic Archer
Arrows
Zap Fireball
Fireball
Zap Arrows Electro Spirit The Log Magic Archer
Electro Giant
Electro Spirit
The Log
Zap Fireball Magic Archer
Magic Archer
Zap Fireball The Log

Defense Synergies 3 10

Electro Spirit
Zap The Log
Ice Spirit
Zap Fireball The Log Magic Archer
Zap
Ice Spirit Fireball Electro Spirit Arrows The Log Magic Archer
Arrows
Zap Fireball
Fireball
Zap The Log Ice Spirit Arrows
Electro Giant
The Log
Fireball Electro Spirit Ice Spirit Zap Magic Archer
Magic Archer
Ice Spirit Zap 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.

Zap Fireball The Log Magic Archer
Ice Spirit Zap The Log
Arrows Fireball The Log
Arrows Fireball The Log Electro Spirit Zap Magic Archer
Electro Spirit Ice Spirit Zap Arrows Fireball Magic Archer
Electro Spirit Zap Arrows Fireball Electro Giant The Log Magic Archer
Ice Spirit
Electro Spirit Zap Arrows Fireball Electro Giant The Log Magic Archer
Arrows Zap Fireball Magic Archer
Ice Spirit Zap Fireball The Log
Fireball Electro Spirit Ice Spirit Zap Arrows The Log Magic Archer
Ice Spirit Zap Fireball Electro Giant The Log
Arrows Fireball
Ice Spirit Arrows Fireball Electro Spirit Zap The Log Magic Archer
Zap Arrows The Log Electro Spirit Ice Spirit Fireball Magic Archer
Electro Spirit Arrows Fireball Electro Giant The Log

Counters to secondary win conditions

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

Zap Fireball Electro Giant
Fireball Zap Arrows The Log Magic Archer
Ice Spirit Zap The Log
Zap Fireball The Log
Arrows Fireball Electro Giant Electro Spirit Ice Spirit Zap Magic Archer
Fireball
Zap Electro Spirit Ice Spirit Fireball The Log Magic Archer
Zap Arrows Fireball Electro Giant The Log
Fireball
Fireball Electro Giant Magic Archer
Electro Giant Electro Spirit Ice Spirit Zap Fireball The Log Magic Archer
Arrows Electro Spirit Zap Fireball Electro Giant The Log Magic Archer
Electro Spirit Zap Arrows 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 Magic Archer Arrows The Log
Arrows Fireball Zap The Log Magic Archer
Arrows Fireball The Log Magic Archer
Arrows Fireball The Log
Fireball Zap Arrows The Log Magic Archer
Arrows Fireball Electro Giant Electro Spirit Ice Spirit Zap Magic Archer
Arrows The Log Magic Archer
Arrows Fireball The Log Ice Spirit Zap Magic Archer
Arrows Fireball The Log Zap
Fireball
Zap Arrows Fireball The Log Magic Archer
Fireball Zap Arrows Magic Archer
Fireball The Log Magic Archer
Arrows Fireball Magic Archer
Zap Arrows Fireball The Log Magic Archer
Zap Arrows Fireball The Log Magic Archer
Magic Archer Arrows Fireball The Log
Arrows Fireball
Zap Arrows Fireball The Log Magic Archer
Zap Arrows Fireball Electro Giant The Log Magic Archer
Fireball The Log Magic Archer
Arrows Fireball
The Log
Zap Arrows Fireball The Log
Zap Arrows Electro Giant The Log Electro Spirit Ice Spirit Fireball Magic Archer
Arrows Fireball The Log Zap Magic Archer
Fireball Zap Arrows The Log Magic Archer
Fireball Zap Arrows The Log Magic Archer
Zap Arrows Fireball Electro Giant Magic Archer
Zap Electro Spirit Ice Spirit Fireball Electro Giant
Fireball
Zap Arrows Fireball The Log Magic Archer
Zap Electro Spirit Ice Spirit Arrows Fireball Magic Archer
Arrows Fireball The Log Magic Archer
Zap Electro Spirit Ice Spirit Fireball Magic Archer
Fireball Zap Arrows Magic Archer
Arrows The Log Fireball
Fireball Magic Archer
Arrows The Log Zap Fireball Magic Archer
Zap Arrows Fireball Electro Giant
Zap Electro Giant Electro Spirit Ice Spirit Fireball The Log Magic Archer
Zap Fireball Magic Archer
Zap Fireball Electro Giant The Log Magic Archer
Fireball

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