My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Baby Dragon Ice Wizard

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.

Knight Royal Giant Elixir Golem Battle Ram Baby Dragon Giant Skeleton Ice Wizard

Offensive cards

Win conditions

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

Royal Giant Elixir Golem Battle Ram

Damage spells

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

Missing

Punishments

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

Royal Giant Elixir Golem Battle Ram

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.

Knight Royal Giant Elixir Golem Battle Ram Baby Dragon 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.

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
Royal Giant Elixir Golem Battle Ram Skeleton Army Giant Skeleton
Giant Snowball
Battle Ram Skeleton Army Baby Dragon
Zap
Royal Giant Battle Ram Skeleton Army
Barbarian Barrel
Knight Elixir Golem Battle Ram Skeleton Army Giant Skeleton Ice Wizard
The Log
Royal Giant Elixir Golem Battle Ram Skeleton Army Giant Skeleton
Earthquake
Elixir Golem Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Knight Elixir Golem Battle Ram Skeleton Army Baby Dragon Giant Skeleton Ice Wizard
Fireball
Elixir Golem Battle Ram Skeleton Army Baby Dragon Ice Wizard
Poison
Elixir Golem Skeleton Army Ice Wizard
Lightning
Knight Battle Ram Baby Dragon Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Ice Wizard

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.

Knight Elixir Golem Battle Ram Skeleton Army Baby Dragon Giant Skeleton Ice Wizard

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.

Royal Giant Skeleton Army

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 Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Elixir Golem Skeleton Army Ice Wizard Battle Ram Baby Dragon Royal Giant Giant Skeleton

Shortest cycle

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

12 Knight Elixir Golem Skeleton Army Ice Wizard

Attack Synergies 3 9

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.

Knight
Battle Ram Baby Dragon Ice Wizard
Royal Giant
Ice Wizard Baby Dragon Giant Skeleton
Elixir Golem
Baby Dragon Ice Wizard
Battle Ram
Knight Baby Dragon
Skeleton Army
Baby Dragon
Knight Royal Giant Elixir Golem Battle Ram Giant Skeleton Ice Wizard
Giant Skeleton
Royal Giant Baby Dragon Ice Wizard
Ice Wizard
Royal Giant Knight Elixir Golem Baby Dragon Giant Skeleton

Defense Synergies 2 6

Knight
Ice Wizard Skeleton Army Baby Dragon
Royal Giant
Elixir Golem
Battle Ram
Skeleton Army
Knight Giant Skeleton Ice Wizard
Baby Dragon
Ice Wizard Knight Giant Skeleton
Giant Skeleton
Skeleton Army Baby Dragon Ice Wizard
Ice Wizard
Knight Baby Dragon Skeleton Army Giant Skeleton

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.

Knight Baby Dragon
Skeleton Army Knight Ice Wizard
Skeleton Army Knight Giant Skeleton Ice Wizard
Skeleton Army Knight Ice Wizard
Skeleton Army Giant Skeleton
Skeleton Army Baby Dragon Ice Wizard
Baby Dragon Ice Wizard
Baby Dragon Giant Skeleton
Skeleton Army Ice Wizard
Knight Skeleton Army Giant Skeleton Ice Wizard
Skeleton Army Ice Wizard Knight Baby Dragon Giant Skeleton
Baby Dragon Ice Wizard
Skeleton Army Knight Giant Skeleton Ice Wizard
Skeleton Army Baby Dragon
Skeleton Army Knight
Skeleton Army
Knight Skeleton Army
Knight Skeleton Army Baby Dragon Ice Wizard
Baby Dragon Knight Giant Skeleton Ice Wizard
Skeleton Army Knight Baby Dragon Giant Skeleton

Counters to secondary win conditions

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

Knight Skeleton Army Giant Skeleton
Knight Baby Dragon
Skeleton Army Giant Skeleton Knight
Skeleton Army Giant Skeleton Knight
Giant Skeleton Knight Skeleton Army
Baby Dragon Ice Wizard
Skeleton Army Knight Giant Skeleton Ice Wizard
Giant Skeleton Knight Skeleton Army
Giant Skeleton Knight Skeleton Army Baby Dragon
Skeleton Army
Knight Giant Skeleton
Skeleton Army Giant Skeleton
Skeleton Army Giant Skeleton Knight
Skeleton Army Baby Dragon
Skeleton Army Knight Baby Dragon Giant Skeleton
Baby Dragon Giant Skeleton Ice Wizard
Ice Wizard

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 Baby Dragon Giant Skeleton
Baby Dragon Ice Wizard
Baby Dragon Giant Skeleton
Knight Giant Skeleton
Baby Dragon
Baby Dragon Ice Wizard
Baby Dragon
Baby Dragon Ice Wizard
Knight
Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Giant Skeleton
Baby Dragon
Baby Dragon Ice Wizard
Baby Dragon Ice Wizard
Baby Dragon
Baby Dragon
Baby Dragon Ice Wizard
Giant Skeleton
Skeleton Army
Baby Dragon Ice Wizard
Knight Baby Dragon
Baby Dragon
Giant Skeleton
Baby Dragon Giant Skeleton
Baby Dragon Giant Skeleton

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