My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers

Defensive buildings

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

Mortar

Investments

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

Skeletons Ice Spirit Archers Knight

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Zap Freeze

Punishments

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

Mortar Hog Rider

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.

Ice Spirit Knight Mortar Hog Rider

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.

Hog Rider

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 Archers Hog Rider
Giant Snowball
Skeletons Archers Hog Rider
Zap
Skeletons Archers Mortar
Barbarian Barrel
Skeletons Ice Spirit Archers Knight Mortar
The Log
Skeletons Ice Spirit Archers Hog Rider
Earthquake
Skeletons Archers Mortar Hog Rider
Arrows
Skeletons Ice Spirit Archers
Royal Delivery
Skeletons Ice Spirit Archers Knight Hog Rider
Fireball
Archers Mortar Hog Rider
Poison
Archers Mortar
Lightning
Knight Mortar
Rocket
Mortar Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Mortar Freeze

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 Freeze

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Zap Archers Knight Mortar Hog Rider Freeze

Shortest cycle

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

7 Skeletons Ice Spirit Zap Archers

Attack Synergies 8 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.

Skeletons
Ice Spirit
Zap Knight Hog Rider Archers Mortar
Zap
Ice Spirit Hog Rider Archers Knight Mortar Freeze
Archers
Knight Ice Spirit Zap Mortar Hog Rider
Knight
Ice Spirit Archers Mortar Hog Rider Zap
Mortar
Knight Ice Spirit Zap Archers Hog Rider
Hog Rider
Ice Spirit Zap Knight Freeze Archers Mortar
Freeze
Hog Rider Zap

Defense Synergies 2 13

Skeletons
Ice Spirit Zap Archers Knight Mortar
Ice Spirit
Zap Skeletons Archers Knight Mortar
Zap
Ice Spirit Skeletons Archers Knight Mortar
Archers
Knight Skeletons Ice Spirit Zap Mortar
Knight
Archers Skeletons Ice Spirit Zap Mortar
Mortar
Skeletons Ice Spirit Zap Archers Knight
Hog Rider
Freeze

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 Mortar
Skeletons Ice Spirit Zap Knight Mortar
Mortar Skeletons Archers Knight Freeze
Skeletons Knight Mortar
Freeze Skeletons Zap Archers
Ice Spirit Zap Archers Mortar Freeze
Zap
Skeletons Mortar
Knight Skeletons Ice Spirit Archers
Archers Skeletons Zap Knight Freeze
Zap Archers
Mortar Skeletons Ice Spirit Zap Knight Freeze
Ice Spirit Zap Mortar Freeze
Knight Mortar
Ice Spirit Zap Mortar Freeze
Skeletons Knight Mortar
Ice Spirit Mortar Zap Archers Knight
Zap Mortar Freeze Ice Spirit Archers Knight
Mortar
Archers Knight

Counters to secondary win conditions

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

Knight Skeletons Zap Archers
Zap Archers Knight Mortar
Skeletons Ice Spirit Zap Knight
Zap Knight
Skeletons Knight
Skeletons Ice Spirit Zap Archers Freeze
Skeletons Archers Knight
Knight
Zap Freeze Skeletons Ice Spirit Knight Mortar
Skeletons
Knight
Zap
Skeletons Knight
Archers
Skeletons Ice Spirit Zap Archers Knight Mortar Freeze
Zap Archers Freeze
Zap Mortar

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 Mortar Freeze
Mortar Zap
Knight Freeze
Zap Mortar
Ice Spirit Zap Freeze
Archers Mortar
Ice Spirit Zap Freeze
Zap Mortar
Zap Knight Mortar
Zap Archers
Knight Mortar
Mortar Freeze
Zap Mortar
Zap Mortar
Mortar
Mortar Freeze
Zap Archers Mortar
Zap Mortar
Zap Mortar
Zap Freeze Ice Spirit Mortar
Mortar Zap
Zap Mortar
Zap Mortar
Zap Archers
Zap Ice Spirit Freeze
Zap Mortar
Zap Ice Spirit Freeze
Zap Ice Spirit Archers Freeze
Zap Archers
Freeze
Knight
Zap Mortar
Zap
Zap Ice Spirit Freeze
Zap
Zap Mortar Freeze
Mortar

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