My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Inferno Dragon

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.

Balloon Ice Wizard Inferno Dragon

Offensive cards

Win conditions

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

Royal Hogs Balloon

Damage spells

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

Zap The Log

Punishments

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

Royal Hogs Balloon

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.

Barbarians Royal Hogs Balloon

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.

Royal Hogs Balloon

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 Hogs Skeleton Army Balloon Inferno Dragon
Giant Snowball
Barbarians Royal Hogs Skeleton Army Balloon Inferno Dragon
Zap
Royal Hogs Skeleton Army Balloon Inferno Dragon
Barbarian Barrel
Barbarians Royal Hogs Skeleton Army Ice Wizard
The Log
Barbarians Royal Hogs Skeleton Army
Earthquake
Barbarians Royal Hogs Skeleton Army
Arrows
Royal Hogs Skeleton Army
Royal Delivery
Barbarians Royal Hogs Skeleton Army Balloon Ice Wizard Inferno Dragon
Fireball
Barbarians Royal Hogs Skeleton Army Balloon Ice Wizard Inferno Dragon
Poison
Barbarians Royal Hogs Skeleton Army Balloon Ice Wizard
Lightning
Balloon Ice Wizard Inferno Dragon
Rocket
Barbarians Royal Hogs Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Skeleton Army Ice Wizard Inferno Dragon

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.

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.

Barbarians 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.

Zap The Log Skeleton Army Ice Wizard Inferno Dragon Barbarians Royal Hogs Balloon

Shortest cycle

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

10 Zap The Log Skeleton Army Ice Wizard

Attack Synergies 1 7

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.

Zap
Balloon Royal Hogs The Log Ice Wizard
Barbarians
Balloon
Royal Hogs
Zap The Log
Skeleton Army
Balloon
Zap Barbarians The Log Ice Wizard
The Log
Zap Royal Hogs Balloon
Ice Wizard
Zap Balloon
Inferno Dragon

Defense Synergies 0 12

Zap
Barbarians Skeleton Army The Log Ice Wizard Inferno Dragon
Barbarians
Zap Skeleton Army
Royal Hogs
Skeleton Army
Zap Barbarians The Log Ice Wizard Inferno Dragon
Balloon
The Log
Zap Skeleton Army Ice Wizard Inferno Dragon
Ice Wizard
Zap Skeleton Army The Log Inferno Dragon
Inferno Dragon
Zap Skeleton Army The Log 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.

Zap The Log
Barbarians Skeleton Army Inferno Dragon Zap The Log Ice Wizard
Barbarians Skeleton Army Ice Wizard Inferno Dragon
Barbarians Skeleton Army Inferno Dragon Ice Wizard
Barbarians Skeleton Army The Log
Skeleton Army The Log Zap Ice Wizard
Inferno Dragon Zap Ice Wizard
Zap Barbarians The Log
Barbarians Inferno Dragon Skeleton Army Ice Wizard
Skeleton Army Barbarians Ice Wizard
Barbarians Skeleton Army Ice Wizard Zap The Log
Inferno Dragon Zap Ice Wizard
Barbarians Skeleton Army Zap The Log Ice Wizard
Skeleton Army Zap Barbarians The Log
Barbarians Skeleton Army Inferno Dragon
Barbarians Skeleton Army Zap The Log Inferno Dragon
Barbarians Skeleton Army
Zap Barbarians Skeleton Army The Log Ice Wizard
Zap The Log Barbarians Ice Wizard Inferno Dragon
Barbarians Inferno Dragon
Skeleton Army Barbarians The Log

Counters to secondary win conditions

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

Barbarians Skeleton Army Zap
Zap The Log Inferno Dragon
Barbarians Skeleton Army Zap The Log
Skeleton Army Zap Barbarians The Log
Barbarians Skeleton Army Inferno Dragon
Zap Ice Wizard
Skeleton Army Barbarians Ice Wizard
Barbarians Skeleton Army Inferno Dragon
Zap Barbarians Skeleton Army The Log Inferno Dragon
Barbarians Skeleton Army Inferno Dragon
Inferno Dragon Barbarians
Skeleton Army Zap Barbarians The Log
Barbarians Skeleton Army
Barbarians Skeleton Army
Barbarians Skeleton Army Zap The Log Inferno Dragon
Zap Barbarians The Log Ice Wizard Inferno Dragon
Zap 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.)

The Log
Zap The Log Ice Wizard
The Log
Barbarians The Log
Zap The Log
Zap Ice Wizard
The Log
The Log Zap Ice Wizard
The Log Zap
Zap The Log
Zap
The Log
Zap The Log
Zap The Log
The Log
Zap The Log
Zap The Log
The Log
The Log
Zap Barbarians The Log
Zap The Log Ice Wizard
Inferno Dragon
The Log Zap Ice Wizard
Zap The Log
Zap The Log
Zap Ice Wizard
Zap
Zap The Log
Zap
The Log
Zap Barbarians Skeleton Army
Zap Ice Wizard
The Log
The Log Zap
Zap
Zap The Log
Zap
Zap The Log
Inferno Dragon

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