My Best Clash Royale Deck

Deck Check Rating

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

2 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 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.

Electro Dragon

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 Dragon Bandit

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Zap Poison The Log

Punishments

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

Wall Breakers Bandit

Pump responses

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

Poison

Dropped at the bridge

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

Ice Spirit Barbarians Wall Breakers Bandit

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 Dragon Bandit

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
Wall Breakers Bandit
Giant Snowball
Barbarians Wall Breakers Electro Dragon
Zap
Wall Breakers Bandit
Barbarian Barrel
Ice Spirit Barbarians Wall Breakers Bandit
The Log
Ice Spirit Barbarians Wall Breakers Bandit
Earthquake
Barbarians
Arrows
Ice Spirit Wall Breakers
Royal Delivery
Ice Spirit Barbarians Wall Breakers Electro Dragon Bandit
Fireball
Barbarians Wall Breakers Electro Dragon Bandit
Poison
Barbarians Electro Dragon
Lightning
Electro Dragon Bandit
Rocket
Barbarians Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Poison Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Poison Electro Dragon 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 Poison

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 Barbarians

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Wall Breakers The Log Bandit Poison Barbarians Electro Dragon

Shortest cycle

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

7 Ice Spirit Zap Wall Breakers The Log

Attack Synergies 1 12

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
Zap Barbarians Wall Breakers Bandit
Zap
Ice Spirit Wall Breakers Poison Electro Dragon The Log Bandit
Barbarians
Ice Spirit
Wall Breakers
Ice Spirit Zap The Log
Poison
Zap Electro Dragon The Log
Electro Dragon
Zap Poison
The Log
Zap Wall Breakers Poison Bandit
Bandit
Ice Spirit Zap The Log

Defense Synergies 1 13

Ice Spirit
Zap Barbarians Poison Electro Dragon The Log Bandit
Zap
Ice Spirit Barbarians Poison Electro Dragon The Log Bandit
Barbarians
Ice Spirit Zap
Wall Breakers
Poison
Ice Spirit Zap The Log
Electro Dragon
Ice Spirit Zap The Log
The Log
Ice Spirit Zap Poison Electro Dragon Bandit
Bandit
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 Electro Dragon The Log
Barbarians Ice Spirit Zap Electro Dragon The Log Bandit
Barbarians Electro Dragon Bandit
Barbarians Electro Dragon Bandit
Barbarians Poison The Log
The Log Zap Electro Dragon Bandit
Ice Spirit Zap Poison Electro Dragon
Zap Barbarians Poison Electro Dragon The Log Bandit
Barbarians
Ice Spirit Barbarians Bandit
Barbarians Poison Zap Electro Dragon The Log Bandit
Zap Poison Electro Dragon
Barbarians Ice Spirit Zap Electro Dragon The Log Bandit
Ice Spirit Zap Barbarians Poison Electro Dragon The Log
Barbarians Bandit
Barbarians Ice Spirit Zap The Log Bandit
Barbarians Poison Electro Dragon
Ice Spirit Zap Barbarians Electro Dragon The Log Bandit
Zap Poison The Log Ice Spirit Barbarians Electro Dragon Bandit
Barbarians
Barbarians Poison Electro Dragon The Log Bandit

Counters to secondary win conditions

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

Barbarians Zap Bandit
Poison Bandit Zap Electro Dragon The Log
Barbarians Bandit Ice Spirit Zap Electro Dragon The Log
Zap Barbarians The Log Bandit
Barbarians Bandit
Poison Ice Spirit Zap Electro Dragon
Barbarians Bandit
Barbarians
Zap Electro Dragon Ice Spirit Barbarians Poison The Log Bandit
Barbarians
Barbarians Electro Dragon
Zap Barbarians Poison The Log
Barbarians Bandit
Barbarians Electro Dragon
Barbarians Electro Dragon Ice Spirit Zap Poison The Log
Poison Zap Barbarians Electro Dragon The Log
Zap

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.)

Poison Electro Dragon The Log Bandit
Poison Zap Electro Dragon The Log Bandit
Poison Electro Dragon The Log Bandit
Barbarians Poison The Log
Poison Zap The Log
Poison Ice Spirit Zap Electro Dragon
Poison The Log
Poison The Log Ice Spirit Zap Electro Dragon
Poison The Log Zap Electro Dragon Bandit
Poison Electro Dragon
Poison Zap Electro Dragon The Log Bandit
Poison Zap Electro Dragon
Poison The Log Bandit
Poison Electro Dragon Bandit
Zap Poison The Log
Zap Poison Electro Dragon The Log Bandit
Poison Electro Dragon The Log Bandit
Poison
Zap Poison Electro Dragon The Log Bandit
Zap Poison Electro Dragon The Log
Poison The Log
Poison
The Log
Zap Barbarians Poison Electro Dragon The Log
Zap Poison The Log Ice Spirit Electro Dragon
Poison The Log Zap Electro Dragon Bandit
Zap Poison Electro Dragon The Log Bandit
Poison Zap The Log Bandit
Poison Zap Electro Dragon
Zap Electro Dragon Ice Spirit Poison
Poison Zap Electro Dragon The Log Bandit
Zap Ice Spirit Poison Electro Dragon
Poison The Log
Zap Ice Spirit Barbarians Electro Dragon Bandit
Poison Zap Electro Dragon
The Log
Poison Electro Dragon
The Log Zap Poison Electro Dragon
Zap Poison
Electro Dragon
Zap Electro Dragon Ice Spirit Poison The Log
Zap Poison Electro Dragon
Poison Electro Dragon Zap The Log Bandit
Electro Dragon

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