My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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.

Firecracker

Defensive buildings

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

Cannon

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 Knight Firecracker Giant Skeleton

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.

Zap

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.

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 Knight Giant Skeleton

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.

Firecracker Goblin Barrel Giant Skeleton

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 Guards Giant Skeleton
Giant Snowball
Cannon Goblin Barrel Guards
Zap
Cannon Firecracker Goblin Barrel Guards
Barbarian Barrel
Ice Spirit Knight Cannon Firecracker Goblin Barrel Guards Giant Skeleton
The Log
Ice Spirit Cannon Firecracker Goblin Barrel Guards Giant Skeleton
Earthquake
Cannon Firecracker Goblin Barrel Guards
Arrows
Ice Spirit Firecracker Goblin Barrel Guards
Royal Delivery
Ice Spirit Knight Firecracker Goblin Barrel Guards Giant Skeleton
Fireball
Cannon Firecracker Goblin Barrel
Poison
Cannon Firecracker Guards
Lightning
Knight Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Firecracker

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 Knight Guards Giant Skeleton

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.

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Knight Cannon Firecracker Goblin Barrel Guards Giant Skeleton

Shortest cycle

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

9 Ice Spirit Zap Knight Cannon

Attack Synergies 6 10

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 Knight Goblin Barrel Firecracker Guards Giant Skeleton
Zap
Ice Spirit Firecracker Knight Guards Giant Skeleton
Knight
Ice Spirit Firecracker Goblin Barrel Zap
Cannon
Firecracker
Zap Knight Ice Spirit Goblin Barrel Giant Skeleton
Goblin Barrel
Ice Spirit Knight Firecracker Guards Giant Skeleton
Guards
Ice Spirit Zap Goblin Barrel
Giant Skeleton
Ice Spirit Zap Firecracker Goblin Barrel

Defense Synergies 4 14

Ice Spirit
Zap Knight Cannon Firecracker Guards Giant Skeleton
Zap
Ice Spirit Cannon Knight Firecracker Guards Giant Skeleton
Knight
Cannon Firecracker Ice Spirit Zap
Cannon
Zap Knight Ice Spirit Firecracker Guards
Firecracker
Knight Ice Spirit Zap Cannon Guards Giant Skeleton
Goblin Barrel
Guards
Ice Spirit Zap Cannon Firecracker Giant Skeleton
Giant Skeleton
Ice Spirit Zap Firecracker Guards

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 Knight Cannon Firecracker
Ice Spirit Zap Knight Cannon Firecracker
Cannon Knight Giant Skeleton
Cannon Knight Firecracker Guards
Firecracker Giant Skeleton
Zap Cannon Firecracker Guards
Ice Spirit Zap Cannon Firecracker
Zap Cannon Giant Skeleton
Cannon
Knight Guards Ice Spirit Cannon Firecracker Giant Skeleton
Guards Zap Knight Cannon Firecracker Giant Skeleton
Zap Firecracker
Cannon Ice Spirit Zap Knight Guards Giant Skeleton
Ice Spirit Zap Cannon Firecracker Guards
Knight Cannon
Ice Spirit Zap Cannon
Knight Cannon Firecracker
Ice Spirit Cannon Zap Knight Firecracker Guards
Zap Ice Spirit Knight Cannon Firecracker Guards Giant Skeleton
Cannon
Knight Cannon Firecracker Guards Giant Skeleton

Counters to secondary win conditions

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

Knight Guards Zap Giant Skeleton
Zap Knight Firecracker
Guards Giant Skeleton Ice Spirit Zap Knight
Guards Giant Skeleton Zap Knight
Giant Skeleton Knight Cannon Guards
Firecracker Ice Spirit Zap
Guards Knight Giant Skeleton
Giant Skeleton Knight
Zap Giant Skeleton Ice Spirit Knight Firecracker
Cannon Guards
Knight Guards Giant Skeleton
Zap Guards Giant Skeleton
Giant Skeleton Knight Cannon Guards
Cannon Firecracker
Guards Ice Spirit Zap Knight Firecracker Giant Skeleton
Zap Cannon Firecracker Giant Skeleton
Zap Cannon

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.)

Knight Firecracker Guards Giant Skeleton
Firecracker Zap
Giant Skeleton
Knight Firecracker Guards Giant Skeleton
Zap Firecracker
Firecracker Ice Spirit Zap
Firecracker
Ice Spirit Zap Firecracker
Zap Firecracker
Guards
Firecracker Zap Knight
Zap Firecracker
Knight Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Giant Skeleton
Zap
Zap Firecracker Ice Spirit
Firecracker Zap
Zap
Zap Firecracker
Zap Firecracker
Zap Ice Spirit Firecracker Guards
Zap
Zap Ice Spirit Firecracker
Giant Skeleton
Firecracker
Zap Ice Spirit Guards
Zap Firecracker
Knight Firecracker
Zap Firecracker
Zap Giant Skeleton
Firecracker
Zap Ice Spirit Firecracker Guards Giant Skeleton
Firecracker Zap
Zap Firecracker Giant Skeleton
Firecracker

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