My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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!
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!

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.

Battle Ram Baby Dragon Electro Giant Ice Wizard Golden Knight

Offensive cards

Win conditions

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

Battle Ram Wall Breakers Electro Giant

Damage spells

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

Barbarian Barrel Rage

Punishments

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

Battle Ram Wall Breakers Electro Giant Golden Knight

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.

Battle Ram Barbarian Barrel Wall Breakers Baby Dragon Electro Giant

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.

Golden Knight

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
Battle Ram Wall Breakers
Giant Snowball
Battle Ram Wall Breakers Baby Dragon
Zap
Battle Ram Wall Breakers
Barbarian Barrel
Battle Ram Wall Breakers Ice Wizard
The Log
Battle Ram Wall Breakers
Earthquake
Arrows
Wall Breakers
Royal Delivery
Battle Ram Wall Breakers Baby Dragon Ice Wizard
Fireball
Battle Ram Wall Breakers Baby Dragon Ice Wizard
Poison
Ice Wizard
Lightning
Battle Ram Baby Dragon Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Barbarian Barrel Baby Dragon Electro Giant 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.

Battle Ram Rage Baby Dragon Electro Giant Ice Wizard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Barbarian Barrel Wall Breakers Rage Ice Wizard Battle Ram Baby Dragon Golden Knight Electro Giant

Shortest cycle

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

9 Barbarian Barrel Wall Breakers Rage Ice Wizard

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.

Battle Ram
Barbarian Barrel Wall Breakers Baby Dragon Golden Knight
Barbarian Barrel
Battle Ram Wall Breakers Baby Dragon Electro Giant Ice Wizard
Wall Breakers
Battle Ram Barbarian Barrel Baby Dragon
Rage
Golden Knight
Baby Dragon
Battle Ram Barbarian Barrel Wall Breakers Electro Giant Ice Wizard
Electro Giant
Golden Knight Barbarian Barrel Baby Dragon
Ice Wizard
Barbarian Barrel Baby Dragon
Golden Knight
Electro Giant Battle Ram Rage

Defense Synergies 1 6

Battle Ram
Barbarian Barrel
Baby Dragon Electro Giant Ice Wizard
Wall Breakers
Rage
Baby Dragon
Ice Wizard Barbarian Barrel
Electro Giant
Barbarian Barrel Ice Wizard Golden Knight
Ice Wizard
Baby Dragon Barbarian Barrel Electro Giant Golden Knight
Golden Knight
Electro Giant Ice Wizard

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.

Barbarian Barrel Baby Dragon Golden Knight
Ice Wizard
Ice Wizard
Ice Wizard
Barbarian Barrel
Barbarian Barrel Baby Dragon Ice Wizard
Baby Dragon Ice Wizard
Barbarian Barrel Baby Dragon Electro Giant Golden Knight
Ice Wizard
Barbarian Barrel Ice Wizard
Ice Wizard Barbarian Barrel Baby Dragon Electro Giant
Baby Dragon Ice Wizard
Ice Wizard
Barbarian Barrel Baby Dragon Golden Knight
Electro Giant
Barbarian Barrel Baby Dragon Ice Wizard Golden Knight
Barbarian Barrel Baby Dragon Ice Wizard
Barbarian Barrel Baby Dragon Electro Giant

Counters to secondary win conditions

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

Barbarian Barrel Electro Giant
Barbarian Barrel Baby Dragon
Golden Knight
Barbarian Barrel
Electro Giant Baby Dragon Ice Wizard
Ice Wizard
Barbarian Barrel Baby Dragon
Golden Knight
Electro Giant
Golden Knight
Baby Dragon Electro Giant
Electro Giant Barbarian Barrel Baby Dragon Golden Knight
Barbarian Barrel Baby Dragon Electro Giant Ice Wizard Golden Knight

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.)

Barbarian Barrel Baby Dragon Golden Knight
Barbarian Barrel Baby Dragon Ice Wizard Golden Knight
Barbarian Barrel Baby Dragon
Barbarian Barrel
Barbarian Barrel Baby Dragon
Electro Giant Baby Dragon Ice Wizard
Baby Dragon
Barbarian Barrel Baby Dragon Ice Wizard
Golden Knight
Barbarian Barrel Golden Knight
Baby Dragon
Barbarian Barrel Baby Dragon Golden Knight
Barbarian Barrel Baby Dragon
Barbarian Barrel Baby Dragon
Barbarian Barrel Baby Dragon Golden Knight
Barbarian Barrel Baby Dragon
Barbarian Barrel
Barbarian Barrel Baby Dragon
Barbarian Barrel Baby Dragon Electro Giant Golden Knight
Baby Dragon
Barbarian Barrel Baby Dragon
Electro Giant Barbarian Barrel Baby Dragon Ice Wizard
Barbarian Barrel Baby Dragon Ice Wizard Golden Knight
Baby Dragon Golden Knight
Barbarian Barrel Baby Dragon Golden Knight
Baby Dragon Electro Giant Ice Wizard
Electro Giant
Barbarian Barrel
Baby Dragon Ice Wizard
Barbarian Barrel
Baby Dragon
Baby Dragon
Electro Giant
Electro Giant Baby Dragon Golden Knight
Barbarian Barrel Baby Dragon Electro Giant Golden Knight

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