My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Bats Ice Golem 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.

Bats Ice Golem Battle Ram Wizard Mega Knight

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

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.

Elite Barbarians Battle Ram Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Elite Barbarians Ice Golem Battle Ram 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.

Elite Barbarians Goblin Barrel

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 Elite Barbarians Battle Ram Goblin Barrel
Giant Snowball
Bats Battle Ram Goblin Barrel
Zap
Bats Battle Ram Goblin Barrel
Barbarian Barrel
Elite Barbarians Battle Ram Wizard Goblin Barrel
The Log
Elite Barbarians Battle Ram Goblin Barrel
Earthquake
Goblin Barrel
Arrows
Bats Goblin Barrel
Royal Delivery
Bats Elite Barbarians Battle Ram Wizard Goblin Barrel
Fireball
Elite Barbarians Battle Ram Wizard Goblin Barrel
Poison
Bats Wizard
Lightning
Elite Barbarians Ice Golem Battle Ram Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Wizard 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.

Bats Ice Golem Battle Ram 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.

Elite Barbarians Goblin Barrel

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 Golem Wizard Goblin Barrel

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.

Bats Ice Golem The Log Goblin Barrel Battle Ram Wizard Elite Barbarians Mega Knight

Shortest cycle

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

9 Bats Ice Golem The Log Goblin Barrel

Attack Synergies 5 12

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.

Bats
Ice Golem Mega Knight Elite Barbarians Battle Ram Goblin Barrel
Elite Barbarians
Bats Ice Golem Battle Ram Wizard The Log Mega Knight
Ice Golem
Bats Battle Ram Goblin Barrel Elite Barbarians
Battle Ram
Ice Golem The Log Bats Elite Barbarians Goblin Barrel
Wizard
Elite Barbarians Mega Knight
Goblin Barrel
Ice Golem Bats Battle Ram Mega Knight
The Log
Battle Ram Elite Barbarians Mega Knight
Mega Knight
Bats Elite Barbarians Wizard Goblin Barrel The Log

Defense Synergies 0 13

Bats
Ice Golem The Log Mega Knight
Elite Barbarians
Ice Golem Wizard The Log Mega Knight
Ice Golem
Bats Elite Barbarians Wizard The Log Mega Knight
Battle Ram
Wizard
Elite Barbarians Ice Golem The Log Mega Knight
Goblin Barrel
The Log
Bats Elite Barbarians Ice Golem Wizard Mega Knight
Mega Knight
Bats Elite Barbarians Ice Golem Wizard 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 Wizard The Log
Elite Barbarians Bats The Log Mega Knight
Mega Knight Bats Elite Barbarians
Elite Barbarians Bats Mega Knight
Elite Barbarians The Log Mega Knight
The Log Bats Mega Knight
Bats Wizard
Ice Golem The Log Mega Knight
Elite Barbarians
Elite Barbarians Ice Golem Mega Knight
Bats Ice Golem Wizard The Log Mega Knight
Bats Wizard
Mega Knight Bats Elite Barbarians Wizard The Log
Wizard Mega Knight Bats The Log
Elite Barbarians Mega Knight
Elite Barbarians The Log Mega Knight
Wizard Mega Knight Bats Elite Barbarians
Mega Knight Bats Elite Barbarians Wizard The Log
Wizard The Log Bats Ice Golem Mega Knight
Elite Barbarians
Wizard Mega Knight Bats Elite Barbarians The Log

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Ice Golem
Elite Barbarians Ice Golem Wizard The Log Mega Knight
Mega Knight Bats Elite Barbarians Ice Golem The Log
Mega Knight Bats Elite Barbarians Ice Golem The Log
Elite Barbarians Mega Knight
Wizard Bats Ice Golem
Bats Elite Barbarians Ice Golem
Mega Knight Elite Barbarians
Mega Knight Bats Elite Barbarians Ice Golem The Log
Mega Knight Bats Elite Barbarians
Mega Knight Elite Barbarians The Log
Elite Barbarians Mega Knight Ice Golem Wizard
Wizard Mega Knight
Elite Barbarians Bats Ice Golem The Log
Bats Mega Knight Elite Barbarians Ice Golem Wizard 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.)

Ice Golem The Log
The Log
The Log
Ice Golem The Log
Wizard The Log Mega Knight
Wizard Bats Ice Golem
Wizard The Log
The Log Ice Golem Wizard
The Log Wizard
Bats Elite Barbarians
Wizard The Log
Wizard
Elite Barbarians Ice Golem The Log
Elite Barbarians Ice Golem The Log
Wizard The Log
Wizard The Log Mega Knight
Bats
Wizard The Log Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
Ice Golem The Log Wizard Mega Knight
The Log Wizard
Wizard The Log Mega Knight
The Log
Elite Barbarians Bats Ice Golem Wizard
Bats Wizard
Elite Barbarians
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Bats
Wizard
The Log
Wizard Mega Knight
The Log Ice Golem Wizard
Elite Barbarians Mega Knight
Bats Elite Barbarians The Log
Bats
The Log Mega Knight

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