My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Goblin Gang Ice Golem

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.

Bats Archers Knight Ice Golem Battle Ram Lumberjack

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball

Punishments

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

Goblin Gang Battle Ram Lumberjack

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Goblin Gang Ice Golem Battle Ram Lumberjack

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.

Lumberjack

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
Bats Archers Goblin Gang Battle Ram
Giant Snowball
Bats Archers Goblin Gang Battle Ram Lumberjack
Zap
Bats Archers Goblin Gang Battle Ram
Barbarian Barrel
Archers Knight Goblin Gang Battle Ram Lumberjack
The Log
Archers Goblin Gang Battle Ram Lumberjack
Earthquake
Archers Goblin Gang
Arrows
Bats Archers Goblin Gang
Royal Delivery
Bats Archers Knight Goblin Gang Battle Ram Lumberjack
Fireball
Archers Goblin Gang Battle Ram Lumberjack
Poison
Bats Archers Goblin Gang
Lightning
Knight Ice Golem Battle Ram Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Fireball

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.

Bats Knight Ice Golem Battle Ram

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.

Fireball

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.

Goblin Gang Ice Golem Fireball

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.

Bats Ice Golem Archers Knight Goblin Gang Fireball Battle Ram Lumberjack

Shortest cycle

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

10 Bats Ice Golem Archers Knight

Attack Synergies 9 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.

Bats
Knight Ice Golem Battle Ram Lumberjack
Archers
Knight Ice Golem Battle Ram Lumberjack
Knight
Bats Archers Goblin Gang Battle Ram Fireball Lumberjack
Goblin Gang
Knight Ice Golem Battle Ram
Ice Golem
Bats Archers Goblin Gang Battle Ram Lumberjack
Fireball
Knight Battle Ram
Battle Ram
Knight Ice Golem Bats Archers Goblin Gang Fireball Lumberjack
Lumberjack
Ice Golem Bats Archers Knight Battle Ram

Defense Synergies 4 11

Bats
Knight Ice Golem Lumberjack
Archers
Knight Ice Golem Goblin Gang Lumberjack
Knight
Bats Archers Goblin Gang Fireball Lumberjack
Goblin Gang
Knight Archers Ice Golem Lumberjack
Ice Golem
Archers Bats Goblin Gang Fireball Lumberjack
Fireball
Knight Ice Golem Lumberjack
Battle Ram
Lumberjack
Bats Archers Knight Goblin Gang Ice Golem Fireball

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.

Knight Ice Golem Fireball
Lumberjack Bats Knight Goblin Gang
Goblin Gang Lumberjack Bats Archers Knight
Lumberjack Bats Knight Goblin Gang
Fireball Lumberjack
Goblin Gang Fireball Bats Archers Lumberjack
Bats Archers Goblin Gang Fireball
Ice Golem Fireball
Goblin Gang Lumberjack
Knight Goblin Gang Archers Ice Golem Lumberjack
Bats Archers Goblin Gang Knight Ice Golem Fireball Lumberjack
Bats Archers Goblin Gang Fireball
Lumberjack Bats Knight Goblin Gang Fireball
Fireball Bats Goblin Gang Lumberjack
Knight Goblin Gang Lumberjack
Goblin Gang Fireball Lumberjack
Bats Knight Goblin Gang Fireball Lumberjack
Fireball Bats Archers Knight Goblin Gang Lumberjack
Bats Archers Knight Ice Golem Fireball Lumberjack
Lumberjack
Goblin Gang Bats Archers Knight Fireball Lumberjack

Counters to secondary win conditions

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

Knight Goblin Gang Lumberjack Archers Ice Golem Fireball
Fireball Archers Knight Goblin Gang Ice Golem Lumberjack
Goblin Gang Lumberjack Bats Knight Ice Golem
Goblin Gang Lumberjack Bats Knight Ice Golem Fireball
Knight Goblin Gang Lumberjack
Fireball Bats Archers Goblin Gang Ice Golem
Goblin Gang Bats Archers Knight Ice Golem Fireball Lumberjack
Knight Lumberjack
Bats Knight Ice Golem Fireball
Goblin Gang
Bats Knight Lumberjack
Fireball
Knight Goblin Gang Ice Golem Fireball Lumberjack
Archers Fireball
Goblin Gang Bats Archers Knight Ice Golem Fireball Lumberjack
Bats Archers Ice Golem Fireball

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.)

Fireball Knight Ice Golem
Fireball
Fireball
Knight Ice Golem Fireball
Fireball
Fireball Bats Ice Golem
Archers
Fireball Ice Golem
Fireball
Bats Goblin Gang Fireball Lumberjack
Knight Fireball
Fireball Archers
Knight Ice Golem Fireball
Fireball
Ice Golem Fireball
Fireball
Fireball
Fireball
Bats
Archers Fireball
Fireball
Fireball
Fireball
Fireball
Ice Golem Fireball
Fireball
Fireball
Fireball
Bats Archers Ice Golem Fireball
Bats Fireball
Fireball
Fireball
Fireball
Fireball
Bats Archers Goblin Gang Fireball
Fireball Archers
Fireball
Fireball Knight Goblin Gang Lumberjack
Ice Golem Fireball
Fireball
Bats Goblin Gang Fireball
Bats Fireball
Fireball

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