My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Ice Golem Inferno Tower

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.

Ice Golem

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Fireball Rocket Freeze The Log

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Ice Golem

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
Giant Snowball
Zap
Inferno Tower
Barbarian Barrel
Inferno Tower
The Log
Earthquake
Inferno Tower
Arrows
Royal Delivery
Fireball
Inferno Tower
Poison
Inferno Tower
Lightning
Ice Golem Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Fireball Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem Fireball Rocket Freeze The Log

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 Rocket Freeze

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Ice Golem The Log Fireball Freeze Inferno Tower Rocket

Shortest cycle

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

6 Mirror Zap Ice Golem The Log

Attack Synergies 4 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
Fireball Mirror Ice Golem Freeze The Log
Ice Golem
Zap
Fireball
Zap Mirror Freeze The Log
Inferno Tower
Rocket
Mirror
Mirror
Zap Fireball The Log Rocket Freeze
Freeze
Zap Fireball Mirror
The Log
Mirror Zap Fireball

Defense Synergies 6 10

Zap
Fireball Mirror Ice Golem Inferno Tower The Log
Ice Golem
Inferno Tower Zap Fireball The Log
Fireball
Zap Mirror The Log Ice Golem Inferno Tower Freeze
Inferno Tower
Ice Golem The Log Zap Fireball Mirror
Rocket
The Log
Mirror
Zap Fireball Inferno Tower The Log
Freeze
Fireball
The Log
Fireball Inferno Tower Zap Ice Golem Rocket Mirror

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.

Rocket Zap Ice Golem Fireball Inferno Tower The Log
Inferno Tower Zap The Log
Inferno Tower Rocket Freeze
Inferno Tower
Fireball Rocket The Log
Fireball Freeze The Log Zap
Inferno Tower Rocket Zap Fireball Freeze
Rocket Zap Ice Golem Fireball Inferno Tower The Log
Inferno Tower
Ice Golem Inferno Tower
Zap Ice Golem Fireball Freeze The Log
Inferno Tower Zap Fireball
Inferno Tower Zap Fireball Rocket Freeze The Log
Fireball Rocket Zap Freeze The Log
Inferno Tower
Inferno Tower Rocket Zap Fireball Freeze The Log
Fireball Inferno Tower
Fireball Zap The Log
Zap Freeze The Log Ice Golem Fireball
Inferno Tower
Fireball The Log

Counters to secondary win conditions

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

Zap Ice Golem Fireball Inferno Tower
Fireball Zap Ice Golem Rocket The Log
Zap Ice Golem Inferno Tower Rocket The Log
Rocket Zap Ice Golem Fireball Inferno Tower The Log
Inferno Tower
Fireball Rocket Zap Ice Golem Freeze
Rocket Ice Golem Fireball Inferno Tower
Inferno Tower
Zap Rocket Freeze Ice Golem Fireball Inferno Tower The Log
Inferno Tower
Inferno Tower
Rocket Zap Fireball The Log
Rocket Ice Golem Fireball Inferno Tower
Fireball
Inferno Tower Zap Ice Golem Fireball Rocket Freeze The Log
Zap Ice Golem Fireball Inferno Tower Freeze The Log

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 Ice Golem Rocket Freeze The Log
Fireball Zap The Log
Rocket Fireball The Log
Ice Golem Fireball Rocket Freeze The Log
Fireball Rocket Zap The Log
Fireball Zap Ice Golem Rocket Freeze
The Log
Fireball The Log Zap Ice Golem Freeze
Fireball The Log Zap
Rocket Fireball
Rocket Zap Fireball The Log
Fireball Zap Rocket
Rocket Ice Golem Fireball The Log
Fireball Rocket Freeze
Zap Ice Golem Fireball The Log
Rocket Zap Fireball The Log
Fireball Rocket The Log
Fireball Rocket Freeze
Rocket
Rocket Zap Fireball The Log
Rocket Zap Fireball The Log
Rocket Fireball The Log
Rocket Fireball
Rocket The Log
Rocket Zap Fireball The Log
Zap Ice Golem Freeze The Log Fireball
Fireball The Log Zap
Fireball Zap The Log
Fireball Rocket Zap The Log
Zap Ice Golem Fireball
Zap Rocket Fireball Freeze
Fireball
Zap Fireball Rocket The Log
Zap Rocket Fireball Freeze
Rocket Fireball The Log
Zap Fireball Rocket Freeze
Fireball Rocket Zap
Freeze
The Log Fireball
Fireball Rocket
The Log Zap Ice Golem Fireball
Rocket Zap Fireball
Zap Fireball Rocket Freeze The Log
Zap Fireball Rocket
Zap Fireball Rocket Freeze The Log

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