My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Great!
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 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of 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.

Bats Firecracker

Defensive buildings

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

Bomb Tower Goblin Drill

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 Bats Firecracker

Offensive cards

Win conditions

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

Wall Breakers Goblin Drill

Damage spells

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

The Log

Punishments

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

Wall Breakers

Pump responses

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

Goblin Drill

Dropped at the bridge

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

Ice Spirit Goblins Wall Breakers

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.

Firecracker Goblin Drill

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 Wall Breakers Goblin Drill
Giant Snowball
Goblins Bats Wall Breakers Goblin Drill
Zap
Goblins Bats Firecracker Wall Breakers Goblin Drill
Barbarian Barrel
Ice Spirit Goblins Firecracker Bomb Tower Wall Breakers Goblin Drill
The Log
Ice Spirit Goblins Firecracker Wall Breakers Goblin Drill
Earthquake
Firecracker Bomb Tower Goblin Drill
Arrows
Ice Spirit Goblins Bats Firecracker Wall Breakers Goblin Drill
Royal Delivery
Ice Spirit Goblins Bats Firecracker Wall Breakers Goblin Drill
Fireball
Firecracker Bomb Tower Wall Breakers Goblin Drill
Poison
Bats Firecracker Bomb Tower Goblin Drill
Lightning
Bomb Tower
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker Bomb Tower 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 Spirit Bats Goblin Drill

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 Goblins

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 Goblins Bats Wall Breakers The Log Firecracker Bomb Tower Goblin Drill

Shortest cycle

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

7 Ice Spirit Goblins Bats Wall Breakers

Attack Synergies 1 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.

Ice Spirit
Goblins Bats Firecracker Wall Breakers Goblin Drill
Goblins
Ice Spirit Goblin Drill
Bats
Ice Spirit Firecracker Wall Breakers Goblin Drill
Firecracker
Ice Spirit Bats Wall Breakers Goblin Drill
Bomb Tower
Wall Breakers
Goblin Drill Ice Spirit Bats Firecracker The Log
Goblin Drill
Wall Breakers Ice Spirit Goblins Bats Firecracker The Log
The Log
Wall Breakers Goblin Drill

Defense Synergies 2 14

Ice Spirit
Goblins Bats Firecracker Bomb Tower Goblin Drill The Log
Goblins
Ice Spirit Firecracker The Log
Bats
Ice Spirit Firecracker Bomb Tower Goblin Drill The Log
Firecracker
The Log Ice Spirit Goblins Bats Bomb Tower
Bomb Tower
The Log Ice Spirit Bats Firecracker
Wall Breakers
Goblin Drill
Ice Spirit Bats The Log
The Log
Firecracker Bomb Tower Ice Spirit Goblins Bats Goblin Drill

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.

Firecracker The Log
Bomb Tower Ice Spirit Goblins Bats Firecracker Goblin Drill The Log
Bomb Tower Goblins Bats Goblin Drill
Bomb Tower Goblins Bats Firecracker Goblin Drill
Firecracker Bomb Tower The Log
The Log Goblins Bats Firecracker Bomb Tower
Bats Ice Spirit Firecracker Bomb Tower
Bomb Tower The Log
Goblins Bomb Tower Goblin Drill
Ice Spirit Goblins Firecracker
Goblins Bats Firecracker Bomb Tower Goblin Drill The Log
Bats Firecracker
Bomb Tower Goblin Drill Ice Spirit Bats The Log
Bomb Tower Ice Spirit Goblins Bats Firecracker Goblin Drill The Log
Bomb Tower Goblin Drill
Bomb Tower Ice Spirit Goblin Drill The Log
Bomb Tower Goblins Bats Firecracker Goblin Drill
Ice Spirit Bomb Tower Goblins Bats Firecracker Goblin Drill The Log
Bomb Tower Goblin Drill The Log Ice Spirit Bats Firecracker
Bomb Tower Goblin Drill
Goblins Bats Firecracker Bomb Tower The Log

Counters to secondary win conditions

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

Goblins
Firecracker Bomb Tower The Log
Ice Spirit Goblins Bats Bomb Tower The Log
Bats The Log
Goblin Drill
Firecracker Ice Spirit Bats Bomb Tower
Goblins Bats Bomb Tower
Bomb Tower
Ice Spirit Goblins Bats Firecracker Bomb Tower The Log
Goblin Drill
Bats Bomb Tower
The Log
Bomb Tower
Firecracker Bomb Tower
Ice Spirit Goblins Bats Firecracker Bomb Tower Goblin Drill The Log
Bats Firecracker Bomb Tower 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.)

Firecracker Goblin Drill The Log
Firecracker The Log
Goblin Drill The Log
Firecracker The Log
Firecracker The Log
Firecracker Ice Spirit Bats
Firecracker The Log
The Log Ice Spirit Firecracker
The Log Firecracker
Goblins Bats
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker Goblin Drill The Log
Firecracker The Log
Bats
Firecracker The Log
Firecracker The Log
The Log
The Log
Goblin Drill The Log
Firecracker The Log Ice Spirit
Firecracker The Log
The Log
Firecracker The Log
Bats Firecracker
Ice Spirit Bats Firecracker
The Log
Ice Spirit Firecracker
Firecracker The Log
Ice Spirit Bats
Firecracker
The Log
Firecracker
The Log Firecracker
Firecracker
Ice Spirit Bats Firecracker The Log
Firecracker Bats
Firecracker The Log

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