My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!
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.

Firecracker Ice Wizard

Defensive buildings

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

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Royal Giant Goblin Cage Ice Wizard

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.

Rage The Log

Punishments

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

Royal Giant

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.

Barbarians Royal Giant Heal Spirit

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

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
Royal Giant
Giant Snowball
Barbarians
Zap
Firecracker Royal Giant
Barbarian Barrel
Firecracker Barbarians Heal Spirit Goblin Cage Ice Wizard
The Log
Firecracker Barbarians Royal Giant Heal Spirit Goblin Cage
Earthquake
Firecracker Barbarians Goblin Cage
Arrows
Firecracker Heal Spirit
Royal Delivery
Firecracker Barbarians Heal Spirit Goblin Cage Ice Wizard
Fireball
Firecracker Barbarians Goblin Cage Ice Wizard
Poison
Firecracker Barbarians Goblin Cage Ice Wizard
Lightning
Goblin Cage Ice Wizard
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker The Log Ice Wizard

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.

Heal Spirit Rage Ice Wizard

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.

Barbarians Heal Spirit Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Rage The Log Firecracker Ice Wizard Goblin Cage Barbarians Royal Giant

Shortest cycle

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

8 Heal Spirit Rage The Log Firecracker

Attack Synergies 3 5

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.

Firecracker
Royal Giant Goblin Cage
Barbarians
Heal Spirit
Royal Giant
Firecracker Heal Spirit Ice Wizard The Log
Heal Spirit
Royal Giant Barbarians Goblin Cage
Goblin Cage
Firecracker Heal Spirit The Log
Rage
The Log
Royal Giant Goblin Cage
Ice Wizard
Royal Giant

Defense Synergies 1 5

Firecracker
The Log Goblin Cage Ice Wizard
Barbarians
Royal Giant
Heal Spirit
Goblin Cage
Firecracker The Log Ice Wizard
Rage
The Log
Firecracker Goblin Cage Ice Wizard
Ice Wizard
Firecracker Goblin Cage The Log

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 Goblin Cage The Log
Barbarians Firecracker Goblin Cage The Log Ice Wizard
Barbarians Goblin Cage Ice Wizard
Barbarians Goblin Cage Firecracker Ice Wizard
Firecracker Barbarians Goblin Cage The Log
The Log Firecracker Ice Wizard
Firecracker Goblin Cage Ice Wizard
Barbarians Goblin Cage The Log
Barbarians Goblin Cage Ice Wizard
Firecracker Barbarians Ice Wizard
Barbarians Ice Wizard Firecracker The Log
Firecracker Ice Wizard
Barbarians Goblin Cage The Log Ice Wizard
Firecracker Barbarians Goblin Cage The Log
Barbarians Goblin Cage
Barbarians Goblin Cage The Log
Barbarians Firecracker Goblin Cage
Goblin Cage Firecracker Barbarians The Log Ice Wizard
Goblin Cage The Log Firecracker Barbarians Ice Wizard
Barbarians Goblin Cage
Firecracker Barbarians The Log

Counters to secondary win conditions

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

Barbarians Goblin Cage
Firecracker The Log
Barbarians Goblin Cage The Log
Barbarians Goblin Cage The Log
Barbarians Goblin Cage
Firecracker Ice Wizard
Barbarians Goblin Cage Ice Wizard
Barbarians Goblin Cage
Goblin Cage Firecracker Barbarians The Log
Barbarians Goblin Cage
Barbarians Goblin Cage
Barbarians Goblin Cage The Log
Barbarians Goblin Cage
Firecracker Barbarians Goblin Cage
Barbarians Firecracker Goblin Cage The Log
Firecracker Barbarians Goblin Cage The Log Ice 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.)

Firecracker The Log
Firecracker The Log Ice Wizard
The Log
Firecracker Barbarians The Log
Firecracker The Log
Firecracker Ice Wizard
Firecracker The Log
The Log Firecracker Ice Wizard
The Log Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log
The Log
The Log
Barbarians The Log
Firecracker The Log Ice Wizard
Firecracker The Log Ice Wizard
The Log
Firecracker The Log
Firecracker Ice Wizard
Firecracker
The Log
Firecracker
Firecracker The Log
Barbarians
Firecracker Ice Wizard
The Log
Firecracker
The Log Firecracker
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log

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