My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Rascals Magic Archer

Defensive buildings

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

Bomb 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 Spirit Rascals Battle Ram Giant Skeleton Magic Archer

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.

Poison

Punishments

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

Goblin Gang Battle Ram

Pump responses

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

Poison

Dropped at the bridge

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

Ice Spirit Goblin Gang Rascals Battle Ram Giant Skeleton Magic Archer

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 Magic Archer

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 Battle Ram Giant Skeleton
Giant Snowball
Goblin Gang Battle Ram
Zap
Goblin Gang Battle Ram
Barbarian Barrel
Ice Spirit Goblin Gang Rascals Battle Ram Bomb Tower Giant Skeleton Magic Archer
The Log
Ice Spirit Goblin Gang Rascals Battle Ram Giant Skeleton
Earthquake
Goblin Gang Bomb Tower
Arrows
Ice Spirit Goblin Gang Rascals
Royal Delivery
Ice Spirit Goblin Gang Rascals Battle Ram Giant Skeleton Magic Archer
Fireball
Goblin Gang Rascals Battle Ram Bomb Tower Magic Archer
Poison
Goblin Gang Rascals Bomb Tower Magic Archer
Lightning
Battle Ram Bomb Tower Magic Archer
Rocket
Rascals Bomb Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Bomb Tower Poison Magic Archer

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 Spirit Battle Ram Poison Giant Skeleton

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 Spirit Goblin Gang

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.

Ice Spirit Goblin Gang Battle Ram Bomb Tower Poison Magic Archer Rascals Giant Skeleton

Shortest cycle

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

12 Ice Spirit Goblin Gang Battle Ram Bomb Tower

Attack Synergies 3 8

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.

Ice Spirit
Battle Ram Rascals Giant Skeleton
Goblin Gang
Battle Ram Giant Skeleton
Rascals
Ice Spirit Battle Ram Magic Archer
Battle Ram
Ice Spirit Poison Magic Archer Goblin Gang Rascals
Bomb Tower
Poison
Battle Ram Giant Skeleton
Giant Skeleton
Ice Spirit Goblin Gang Poison Magic Archer
Magic Archer
Battle Ram Rascals Giant Skeleton

Defense Synergies 1 11

Ice Spirit
Goblin Gang Rascals Bomb Tower Poison Giant Skeleton Magic Archer
Goblin Gang
Ice Spirit Rascals Bomb Tower Giant Skeleton Magic Archer
Rascals
Ice Spirit Goblin Gang
Battle Ram
Bomb Tower
Ice Spirit Goblin Gang Magic Archer
Poison
Ice Spirit
Giant Skeleton
Ice Spirit Goblin Gang Magic Archer
Magic Archer
Ice Spirit Goblin Gang Bomb 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.

Magic Archer
Bomb Tower Ice Spirit Goblin Gang Rascals
Goblin Gang Bomb Tower Rascals Giant Skeleton
Bomb Tower Goblin Gang Rascals
Bomb Tower Poison Giant Skeleton
Goblin Gang Rascals Bomb Tower Magic Archer
Ice Spirit Goblin Gang Rascals Bomb Tower Poison Magic Archer
Rascals Bomb Tower Poison Giant Skeleton Magic Archer
Goblin Gang Rascals Bomb Tower
Goblin Gang Ice Spirit Rascals Giant Skeleton
Goblin Gang Poison Rascals Bomb Tower Giant Skeleton Magic Archer
Goblin Gang Rascals Poison Magic Archer
Bomb Tower Ice Spirit Goblin Gang Rascals Giant Skeleton
Bomb Tower Ice Spirit Goblin Gang Rascals Poison Magic Archer
Goblin Gang Rascals Bomb Tower
Bomb Tower Ice Spirit Goblin Gang Rascals
Bomb Tower Goblin Gang Rascals Poison
Ice Spirit Bomb Tower Goblin Gang Rascals Magic Archer
Bomb Tower Poison Ice Spirit Rascals Giant Skeleton Magic Archer
Bomb Tower
Goblin Gang Rascals Bomb Tower Poison Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Rascals Giant Skeleton
Poison Goblin Gang Bomb Tower Magic Archer
Goblin Gang Giant Skeleton Ice Spirit Rascals Bomb Tower
Goblin Gang Giant Skeleton Rascals
Giant Skeleton Goblin Gang Rascals
Poison Ice Spirit Goblin Gang Rascals Bomb Tower Magic Archer
Goblin Gang Rascals Bomb Tower Giant Skeleton
Giant Skeleton Rascals Bomb Tower
Giant Skeleton Ice Spirit Bomb Tower Poison Magic Archer
Goblin Gang
Rascals Bomb Tower Giant Skeleton
Poison Giant Skeleton
Rascals Giant Skeleton Goblin Gang Bomb Tower
Rascals Bomb Tower Magic Archer
Goblin Gang Rascals Ice Spirit Bomb Tower Poison Giant Skeleton Magic Archer
Poison Rascals Bomb Tower Giant Skeleton Magic Archer

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.)

Poison Magic Archer Rascals Giant Skeleton
Poison Magic Archer
Poison Giant Skeleton Magic Archer
Rascals Poison Giant Skeleton
Poison Magic Archer
Poison Ice Spirit Magic Archer
Poison Magic Archer
Poison Ice Spirit Magic Archer
Poison
Goblin Gang Poison
Poison Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison Magic Archer
Magic Archer Poison
Poison
Poison Magic Archer
Poison Magic Archer
Poison Giant Skeleton Magic Archer
Poison
Poison
Poison Ice Spirit Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison Magic Archer
Ice Spirit Poison
Poison Magic Archer
Ice Spirit Poison Magic Archer
Giant Skeleton
Poison Magic Archer
Ice Spirit Goblin Gang Magic Archer
Poison Magic Archer
Poison Goblin Gang Rascals Magic Archer
Poison Magic Archer
Poison Giant Skeleton
Ice Spirit Goblin Gang Rascals Poison Giant Skeleton Magic Archer
Poison Magic Archer
Poison Giant Skeleton Magic Archer

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