My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Great!
Versatility
Mediocre
F2P score
Bad

3 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 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!
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!

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.

Missing

Investments

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

Royal Giant Ice Wizard Fisherman Goblinstein

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Giant Snowball Arrows

Punishments

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

Royal Giant 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.

Royal Giant 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
Royal Giant Hog Rider Guards Fisherman
Giant Snowball
Hog Rider Guards Fisherman
Zap
Royal Giant Guards Fisherman
Barbarian Barrel
Guards Ice Wizard
The Log
Royal Giant Hog Rider Guards Fisherman
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Guards Ice Wizard Fisherman
Fireball
Hog Rider Ice Wizard Fisherman
Poison
Guards Ice Wizard Fisherman
Lightning
Ice Wizard Fisherman Goblinstein
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Arrows 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.

Arrows Guards 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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Giant Snowball Arrows Guards Ice Wizard Fisherman Hog Rider Goblinstein Royal Giant

Shortest cycle

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

11 Giant Snowball Arrows Guards Ice Wizard

Attack Synergies 5 5

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.

Giant Snowball
Hog Rider Royal Giant
Arrows
Royal Giant Hog Rider
Royal Giant
Arrows Ice Wizard Fisherman Giant Snowball Hog Rider Guards
Hog Rider
Giant Snowball Arrows Royal Giant Guards
Guards
Royal Giant Hog Rider
Ice Wizard
Royal Giant Fisherman
Fisherman
Royal Giant Ice Wizard
Goblinstein

Defense Synergies 1 6

Giant Snowball
Guards Ice Wizard Fisherman
Arrows
Ice Wizard
Royal Giant
Hog Rider
Guards
Fisherman Giant Snowball Ice Wizard
Ice Wizard
Giant Snowball Arrows Guards Fisherman
Fisherman
Guards Giant Snowball Ice Wizard
Goblinstein

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.

Ice Wizard Fisherman
Fisherman Giant Snowball Ice Wizard
Guards Ice Wizard Fisherman
Arrows
Arrows Giant Snowball Guards Ice Wizard
Giant Snowball Arrows Ice Wizard
Arrows
Ice Wizard Fisherman
Guards Giant Snowball Ice Wizard Fisherman
Guards Ice Wizard Giant Snowball Arrows Fisherman
Arrows Giant Snowball Ice Wizard
Giant Snowball Guards Ice Wizard
Giant Snowball Arrows Guards
Giant Snowball Fisherman
Arrows Fisherman
Arrows Giant Snowball Guards Ice Wizard Fisherman
Giant Snowball Arrows Guards Ice Wizard Fisherman
Fisherman
Giant Snowball Arrows Guards Fisherman

Counters to secondary win conditions

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

Guards Giant Snowball Fisherman
Giant Snowball Arrows Fisherman
Guards Fisherman
Guards Fisherman
Guards Fisherman
Arrows Giant Snowball Ice Wizard
Guards Ice Wizard
Fisherman
Giant Snowball
Guards
Guards
Giant Snowball Arrows Guards
Guards
Guards Fisherman
Arrows Giant Snowball Ice Wizard
Giant Snowball Arrows 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.)

Arrows Guards
Arrows Giant Snowball Ice Wizard Fisherman
Arrows
Arrows Guards
Giant Snowball Arrows
Arrows Giant Snowball Ice Wizard
Arrows
Arrows Giant Snowball Ice Wizard
Arrows Giant Snowball Fisherman
Giant Snowball Guards Fisherman
Arrows Fisherman
Giant Snowball Arrows
Giant Snowball Fisherman
Arrows Fisherman
Giant Snowball Arrows Fisherman
Giant Snowball Arrows
Arrows
Giant Snowball Arrows
Fisherman
Giant Snowball Arrows Fisherman
Giant Snowball Arrows
Giant Snowball Arrows
Fisherman
Giant Snowball Arrows
Giant Snowball Arrows Ice Wizard
Fisherman
Arrows Giant Snowball Ice Wizard Fisherman
Giant Snowball Arrows Fisherman
Arrows Fisherman
Giant Snowball Arrows Ice Wizard
Giant Snowball Guards
Giant Snowball
Giant Snowball Arrows
Giant Snowball Arrows
Giant Snowball Arrows
Guards
Giant Snowball Arrows Ice Wizard
Arrows
Arrows Giant Snowball
Giant Snowball Arrows
Giant Snowball Guards
Giant Snowball
Giant Snowball

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