My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Archers Ice Golem Inferno Tower Ice Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Archers Royal Giant Ice Golem Elixir Collector Giant Skeleton Ice Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

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

Royal Giant

Pump responses

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

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Ice Golem Giant Skeleton

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.

Giant Skeleton

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
Archers Royal Giant Giant Skeleton
Giant Snowball
Archers
Zap
Archers Royal Giant Inferno Tower
Barbarian Barrel
Archers Inferno Tower Giant Skeleton Ice Wizard
The Log
Archers Royal Giant Giant Skeleton
Earthquake
Archers Inferno Tower Elixir Collector
Arrows
Archers
Royal Delivery
Archers Giant Skeleton Ice Wizard
Fireball
Archers Inferno Tower Elixir Collector Ice Wizard
Poison
Archers Inferno Tower Elixir Collector Ice Wizard
Lightning
Ice Golem Inferno Tower Elixir Collector Ice Wizard
Rocket
Inferno Tower Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem 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.

Ice Golem Inferno Tower Elixir Collector Giant Skeleton 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 Golem 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Ice Golem Archers Ice Wizard Inferno Tower Royal Giant Elixir Collector Giant Skeleton

Shortest cycle

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

10 Zap Ice Golem Archers Ice Wizard

Attack Synergies 2 10

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
Archers Royal Giant Ice Golem Giant Skeleton Ice Wizard
Archers
Ice Golem Zap Royal Giant Giant Skeleton
Royal Giant
Ice Wizard Zap Archers Ice Golem Giant Skeleton
Ice Golem
Archers Zap Royal Giant
Inferno Tower
Elixir Collector
Giant Skeleton
Zap Archers Royal Giant Ice Wizard
Ice Wizard
Royal Giant Zap Giant Skeleton

Defense Synergies 2 12

Zap
Archers Ice Golem Inferno Tower Giant Skeleton Ice Wizard
Archers
Ice Golem Zap Inferno Tower Giant Skeleton Ice Wizard
Royal Giant
Ice Golem
Archers Inferno Tower Zap Giant Skeleton Ice Wizard
Inferno Tower
Ice Golem Zap Archers Ice Wizard
Elixir Collector
Giant Skeleton
Zap Archers Ice Golem Ice Wizard
Ice Wizard
Zap Archers Ice Golem Inferno Tower Giant Skeleton

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 Ice Golem Inferno Tower
Inferno Tower Zap Ice Wizard
Inferno Tower Archers Giant Skeleton Ice Wizard
Inferno Tower Ice Wizard
Giant Skeleton
Zap Archers Ice Wizard
Inferno Tower Zap Archers Ice Wizard
Zap Ice Golem Inferno Tower Giant Skeleton
Inferno Tower Ice Wizard
Archers Ice Golem Inferno Tower Giant Skeleton Ice Wizard
Archers Ice Wizard Zap Ice Golem Giant Skeleton
Inferno Tower Zap Archers Ice Wizard
Inferno Tower Zap Giant Skeleton Ice Wizard
Zap
Inferno Tower
Inferno Tower Zap
Inferno Tower
Zap Archers Ice Wizard
Zap Archers Ice Golem Giant Skeleton Ice Wizard
Inferno Tower
Archers Giant Skeleton

Counters to secondary win conditions

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

Zap Archers Ice Golem Inferno Tower Giant Skeleton
Zap Archers Ice Golem
Giant Skeleton Zap Ice Golem Inferno Tower
Giant Skeleton Zap Ice Golem Inferno Tower
Inferno Tower Giant Skeleton
Zap Archers Ice Golem Ice Wizard
Archers Ice Golem Inferno Tower Giant Skeleton Ice Wizard
Inferno Tower Giant Skeleton
Zap Giant Skeleton Ice Golem Inferno Tower
Inferno Tower
Inferno Tower Giant Skeleton
Zap Giant Skeleton
Giant Skeleton Ice Golem Inferno Tower
Archers
Inferno Tower Zap Archers Ice Golem Giant Skeleton
Zap Archers Ice Golem Inferno Tower Giant Skeleton 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.)

Ice Golem Giant Skeleton
Zap Ice Wizard
Giant Skeleton
Ice Golem Giant Skeleton
Zap
Zap Ice Golem Ice Wizard
Archers
Zap Ice Golem Ice Wizard
Zap
Zap
Zap Archers
Ice Golem
Zap Ice Golem
Zap
Zap Archers
Zap
Giant Skeleton
Zap
Zap Ice Golem Ice Wizard
Zap Ice Wizard
Zap
Zap
Zap Archers Ice Golem Ice Wizard
Zap
Zap
Zap
Giant Skeleton
Zap Archers
Zap Archers Ice Wizard
Zap Ice Golem
Zap Giant Skeleton
Zap Giant Skeleton
Zap
Zap Giant Skeleton

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