My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Bad
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.

Ice Golem Goblin Giant 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.

Skeletons Ice Golem Elixir Golem Goblin Giant Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem Goblin 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.

Elixir Golem Goblin 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.

Goblins Ice Golem Elixir Golem Goblin Giant

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
Skeletons Elixir Golem
Giant Snowball
Skeletons Goblins
Zap
Skeletons Goblins Goblin Giant
Barbarian Barrel
Skeletons Goblins Elixir Golem Electro Wizard
The Log
Skeletons Goblins Elixir Golem
Earthquake
Skeletons Elixir Golem
Arrows
Skeletons Goblins
Royal Delivery
Skeletons Goblins Elixir Golem Electro Wizard
Fireball
Elixir Golem Electro Wizard
Poison
Elixir Golem Electro Wizard
Lightning
Ice Golem Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem 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 Elixir Golem Rage

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.

Goblins Ice Golem 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.

Skeletons Goblins Ice Golem Rage The Log Elixir Golem Electro Wizard Goblin Giant

Shortest cycle

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

7 Skeletons Goblins Ice Golem Rage

Attack Synergies 1 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.

Skeletons
Goblins
Ice Golem
Ice Golem
Goblins Electro Wizard
Elixir Golem
Rage The Log
Rage
Elixir Golem Goblin Giant Electro Wizard
Goblin Giant
Rage The Log Electro Wizard
The Log
Elixir Golem Goblin Giant
Electro Wizard
Ice Golem Rage Goblin Giant

Defense Synergies 0 11

Skeletons
Ice Golem The Log Electro Wizard
Goblins
Ice Golem The Log Electro Wizard
Ice Golem
Skeletons Goblins The Log Electro Wizard
Elixir Golem
Rage
Goblin Giant
The Log Electro Wizard
The Log
Skeletons Goblins Ice Golem Goblin Giant Electro Wizard
Electro Wizard
Skeletons Goblins Ice Golem Goblin Giant 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.

Ice Golem Goblin Giant The Log Electro Wizard
Skeletons Goblins The Log Electro Wizard
Skeletons Goblins Electro Wizard
Skeletons Goblins Electro Wizard
The Log
The Log Skeletons Goblins Electro Wizard
Electro Wizard
Ice Golem Goblin Giant The Log Electro Wizard
Skeletons Goblins
Skeletons Goblins Ice Golem Electro Wizard
Goblins Electro Wizard Skeletons Ice Golem Goblin Giant The Log
Electro Wizard
Skeletons The Log Electro Wizard
Goblins The Log Electro Wizard
Electro Wizard
The Log Electro Wizard
Skeletons Goblins Electro Wizard
Goblins The Log Electro Wizard
The Log Ice Golem Electro Wizard
Electro Wizard
Goblins Goblin Giant The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Goblins Ice Golem Electro Wizard
Electro Wizard Ice Golem The Log
Skeletons Goblins Ice Golem Goblin Giant The Log Electro Wizard
Ice Golem Goblin Giant The Log Electro Wizard
Skeletons Goblin Giant
Skeletons Ice Golem Goblin Giant Electro Wizard
Skeletons Goblins Ice Golem Goblin Giant Electro Wizard
Goblin Giant
Electro Wizard Skeletons Goblins Ice Golem The Log
Skeletons Goblin Giant
Goblin Giant The Log Electro Wizard
Skeletons Ice Golem Goblin Giant
Electro Wizard Skeletons Goblins Ice Golem Goblin Giant The Log
Ice Golem 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.)

Ice Golem The Log
The Log Electro Wizard
Goblin Giant The Log
Ice Golem The Log
The Log
Ice Golem Goblin Giant
The Log
The Log Ice Golem
The Log
Goblins Electro Wizard
The Log Electro Wizard
Ice Golem The Log
Ice Golem The Log
The Log
The Log
The Log Electro Wizard
The Log
The Log
The Log
The Log
Ice Golem The Log
The Log Electro Wizard
The Log
The Log
Ice Golem Electro Wizard
Electro Wizard
The Log
Electro Wizard
The Log
Electro Wizard
Electro Wizard
The Log
Electro Wizard
The Log Ice Golem
The Log Electro Wizard
Electro Wizard
Goblin Giant The Log Electro Wizard

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