My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard

Defensive buildings

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

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Goblin Cage Ice Wizard

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Tornado Poison The Log

Punishments

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

Graveyard

Pump responses

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

Poison Graveyard

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.

Graveyard

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
Skeletons Guards Graveyard
Giant Snowball
Skeletons Guards Graveyard
Zap
Skeletons Guards Graveyard
Barbarian Barrel
Skeletons Goblin Cage Guards Ice Wizard Graveyard
The Log
Skeletons Goblin Cage Guards Graveyard
Earthquake
Skeletons Goblin Cage Guards Graveyard
Arrows
Skeletons Guards Graveyard
Royal Delivery
Skeletons Goblin Cage Guards Ice Wizard Graveyard
Fireball
Goblin Cage Ice Wizard
Poison
Goblin Cage Guards Ice Wizard Graveyard
Lightning
Goblin Cage Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Tornado Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Poison The Log 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.

Guards Tornado Poison 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.

Graveyard

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.

Skeletons The Log Guards Tornado Ice Wizard Goblin Cage Poison Graveyard

Shortest cycle

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

9 Skeletons The Log Guards Tornado

Attack Synergies 1 11

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.

Skeletons
Goblin Cage
The Log Graveyard
Guards
The Log Graveyard
Tornado
Poison The Log Ice Wizard Graveyard
Poison
Graveyard Tornado The Log
The Log
Goblin Cage Guards Tornado Poison Graveyard
Ice Wizard
Tornado Graveyard
Graveyard
Poison Goblin Cage Guards Tornado The Log Ice Wizard

Defense Synergies 2 17

Skeletons
Goblin Cage Tornado Poison The Log Ice Wizard
Goblin Cage
Skeletons Guards Tornado Poison The Log Ice Wizard
Guards
Goblin Cage Poison The Log Ice Wizard
Tornado
Ice Wizard Skeletons Goblin Cage Poison The Log
Poison
Skeletons Goblin Cage Guards Tornado The Log Ice Wizard
The Log
Skeletons Goblin Cage Guards Tornado Poison Ice Wizard
Ice Wizard
Tornado Skeletons Goblin Cage Guards Poison The Log
Graveyard

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.

Goblin Cage The Log
Skeletons Goblin Cage The Log Ice Wizard
Goblin Cage Tornado Skeletons Ice Wizard
Goblin Cage Skeletons Guards Ice Wizard
Goblin Cage Tornado Poison The Log
Tornado The Log Skeletons Guards Ice Wizard
Tornado Goblin Cage Poison Ice Wizard
Goblin Cage Poison The Log
Skeletons Goblin Cage Tornado Ice Wizard
Guards Tornado Skeletons Ice Wizard
Guards Poison Ice Wizard Skeletons Tornado The Log
Tornado Poison Ice Wizard
Goblin Cage Skeletons Guards The Log Ice Wizard
Goblin Cage Guards Tornado Poison The Log
Goblin Cage
Tornado Goblin Cage The Log
Skeletons Goblin Cage Tornado Poison
Goblin Cage Guards Tornado The Log Ice Wizard
Goblin Cage Tornado Poison The Log Guards Ice Wizard
Goblin Cage Tornado
Guards Poison The Log
Guards

Counters to secondary win conditions

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

Guards Skeletons Goblin Cage
Poison The Log
Guards Skeletons Goblin Cage The Log
Guards Goblin Cage Tornado The Log
Skeletons Goblin Cage Guards
Poison Skeletons Tornado Ice Wizard
Guards Skeletons Goblin Cage Ice Wizard
Goblin Cage
Goblin Cage Skeletons Tornado Poison The Log
Skeletons Goblin Cage Guards
Goblin Cage Guards
Goblin Cage Guards Tornado Poison The Log
Skeletons Goblin Cage Guards
Goblin Cage
Guards Skeletons Goblin Cage Tornado Poison The Log
Poison Goblin Cage The Log Ice Wizard
Goblin Cage 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.)

Poison Guards The Log
Poison Tornado The Log Ice Wizard
Poison The Log
Guards Poison The Log
Poison The Log
Poison Tornado Ice Wizard
Tornado Poison The Log
Poison The Log Tornado Ice Wizard
Poison The Log Tornado
Guards Tornado Poison
Poison Tornado The Log
Poison Tornado
Poison The Log
Poison
Poison The Log
Poison The Log
Poison The Log
Tornado Poison
Poison The Log
Tornado Poison The Log
Poison The Log
Tornado Poison
Tornado The Log
Poison The Log
Tornado Poison The Log Ice Wizard
Poison The Log Tornado Ice Wizard
Tornado Poison The Log
Poison Tornado The Log
Poison Tornado Ice Wizard
Guards Poison
Poison The Log
Poison
Poison The Log
Guards
Poison Tornado Ice Wizard
The Log
Poison
The Log Poison
Tornado Poison
Guards Tornado Poison The Log
Tornado Poison
Poison Tornado The Log
Poison

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