My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Fire Spirit Goblin Gang Electro 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.

Ice Spirit Royal Giant Electro Wizard Mega Knight

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.

Giant Snowball The Log

Punishments

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

Goblin Gang Royal Giant Mega Knight

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.

Fire Spirit Ice Spirit Goblin Gang Royal Giant Mega Knight

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.

Electro Wizard

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
Goblin Gang Royal Giant
Giant Snowball
Fire Spirit Goblin Gang
Zap
Fire Spirit Goblin Gang Royal Giant
Barbarian Barrel
Fire Spirit Ice Spirit Goblin Gang Electro Wizard
The Log
Fire Spirit Ice Spirit Goblin Gang Royal Giant
Earthquake
Goblin Gang
Arrows
Fire Spirit Ice Spirit Goblin Gang
Royal Delivery
Fire Spirit Ice Spirit Goblin Gang Electro Wizard
Fireball
Goblin Gang Electro Wizard
Poison
Goblin Gang Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Giant Snowball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Giant Snowball The Log Mega Knight

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.

Fire Spirit Ice Spirit Mega Knight

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.

Fire Spirit Ice Spirit Goblin Gang Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Spirit Giant Snowball The Log Goblin Gang Electro Wizard Royal Giant Mega Knight

Shortest cycle

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

6 Fire Spirit Ice Spirit Giant Snowball The Log

Attack Synergies 2 13

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.

Fire Spirit
Royal Giant Giant Snowball
Ice Spirit
Royal Giant Giant Snowball Royal Giant Mega Knight
Giant Snowball
Fire Spirit Ice Spirit Royal Giant The Log Electro Wizard Mega Knight
Goblin Gang
Royal Giant
Royal Giant
Fire Spirit Ice Spirit Ice Spirit Giant Snowball Goblin Gang The Log Electro Wizard
The Log
Giant Snowball Royal Giant Mega Knight
Electro Wizard
Giant Snowball Royal Giant Mega Knight
Mega Knight
Ice Spirit Giant Snowball The Log Electro Wizard

Defense Synergies 3 15

Fire Spirit
Ice Spirit Giant Snowball The Log Electro Wizard
Ice Spirit
Goblin Gang Fire Spirit Giant Snowball The Log Electro Wizard Mega Knight
Giant Snowball
Goblin Gang Mega Knight Fire Spirit Ice Spirit The Log Electro Wizard
Goblin Gang
Ice Spirit Giant Snowball The Log Electro Wizard
Royal Giant
The Log
Fire Spirit Ice Spirit Giant Snowball Goblin Gang Electro Wizard Mega Knight
Electro Wizard
Fire Spirit Ice Spirit Giant Snowball Goblin Gang The Log Mega Knight
Mega Knight
Giant Snowball Ice Spirit The Log Electro 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.

The Log Electro Wizard
Ice Spirit Goblin Gang The Log Electro Wizard Mega Knight
Goblin Gang Mega Knight Fire Spirit Giant Snowball Electro Wizard
Goblin Gang Electro Wizard Mega Knight
The Log Mega Knight
Goblin Gang The Log Fire Spirit Giant Snowball Electro Wizard Mega Knight
Giant Snowball Electro Wizard Fire Spirit Ice Spirit Goblin Gang
The Log Electro Wizard Mega Knight
Goblin Gang
Goblin Gang Fire Spirit Ice Spirit Giant Snowball Electro Wizard Mega Knight
Goblin Gang Electro Wizard Giant Snowball The Log Mega Knight
Giant Snowball Goblin Gang Electro Wizard
Mega Knight Fire Spirit Ice Spirit Giant Snowball Goblin Gang The Log Electro Wizard
Fire Spirit Mega Knight Ice Spirit Giant Snowball Goblin Gang The Log Electro Wizard
Goblin Gang Electro Wizard Mega Knight
Ice Spirit Giant Snowball Goblin Gang The Log Electro Wizard Mega Knight
Mega Knight Goblin Gang Electro Wizard
Fire Spirit Ice Spirit Mega Knight Giant Snowball Goblin Gang The Log Electro Wizard
Giant Snowball The Log Fire Spirit Ice Spirit Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Mega Knight Fire Spirit Giant Snowball The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Giant Snowball Electro Wizard
Electro Wizard Giant Snowball Goblin Gang The Log Mega Knight
Goblin Gang Mega Knight Ice Spirit The Log Electro Wizard
Goblin Gang Mega Knight The Log Electro Wizard
Goblin Gang Mega Knight
Fire Spirit Ice Spirit Giant Snowball Goblin Gang Electro Wizard
Goblin Gang Electro Wizard
Mega Knight
Electro Wizard Mega Knight Ice Spirit Giant Snowball The Log
Goblin Gang
Mega Knight
Mega Knight Giant Snowball The Log Electro Wizard
Mega Knight Goblin Gang
Mega Knight
Goblin Gang Electro Wizard Ice Spirit The Log
Mega Knight Giant Snowball The Log Electro 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
Giant Snowball The Log Electro Wizard
The Log
The Log
Fire Spirit Giant Snowball The Log Mega Knight
Fire Spirit Ice Spirit Giant Snowball
Fire Spirit The Log
The Log Fire Spirit Ice Spirit Giant Snowball
The Log Giant Snowball
Fire Spirit Giant Snowball Goblin Gang Electro Wizard
The Log Electro Wizard
Fire Spirit Giant Snowball
Fire Spirit Giant Snowball The Log
Giant Snowball The Log
Giant Snowball The Log
The Log Mega Knight
Giant Snowball
Fire Spirit Giant Snowball The Log Electro Wizard Mega Knight
Fire Spirit Giant Snowball The Log Mega Knight
The Log Mega Knight
Giant Snowball
The Log
Giant Snowball The Log
Giant Snowball The Log Fire Spirit Ice Spirit Mega Knight
The Log Giant Snowball Electro Wizard
Giant Snowball The Log Mega Knight
The Log
Fire Spirit Giant Snowball Electro Wizard
Electro Wizard Ice Spirit Giant Snowball
Giant Snowball
Giant Snowball The Log Mega Knight
Ice Spirit Giant Snowball Electro Wizard
Mega Knight
Giant Snowball The Log
Electro Wizard Fire Spirit Ice Spirit Goblin Gang
Fire Spirit Giant Snowball Electro Wizard
The Log
Goblin Gang Electro Wizard Mega Knight
The Log Giant Snowball
Giant Snowball
Mega Knight
Ice Spirit Giant Snowball Goblin Gang The Log Electro Wizard
Giant Snowball Electro Wizard
Giant Snowball The Log Electro Wizard Mega Knight

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