My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 Hut Baby Dragon Magic Archer

Defensive buildings

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

Mortar Goblin Hut

Investments

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

Ice Golem Giant Goblin Hut Baby Dragon Magic Archer

Offensive cards

Win conditions

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

Mortar Giant

Damage spells

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

Zap

Punishments

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

Mortar 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 Mortar Ice Golem Giant Baby Dragon 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.

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
Giant
Giant Snowball
Goblins Goblin Hut Baby Dragon
Zap
Goblins Mortar Goblin Hut
Barbarian Barrel
Goblins Mortar Goblin Hut Magic Archer
The Log
Goblins Goblin Hut
Earthquake
Mortar Goblin Hut
Arrows
Goblins Goblin Hut
Royal Delivery
Goblins Goblin Hut Baby Dragon Magic Archer
Fireball
Mortar Goblin Hut Baby Dragon Magic Archer
Poison
Mortar Goblin Hut Magic Archer
Lightning
Mortar Ice Golem Goblin Hut Baby Dragon Magic Archer
Rocket
Mortar Goblin Hut Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar Ice Golem Baby Dragon 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 Golem Baby Dragon

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

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.

Goblins Zap Ice Golem Mortar Baby Dragon Magic Archer Giant Goblin Hut

Shortest cycle

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

10 Goblins Zap Ice Golem Mortar

Attack Synergies 1 20

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.

Goblins
Zap Ice Golem Giant Baby Dragon
Zap
Giant Goblins Mortar Ice Golem Goblin Hut Baby Dragon Magic Archer
Mortar
Zap Ice Golem Goblin Hut Baby Dragon
Ice Golem
Goblins Zap Mortar Goblin Hut Baby Dragon Magic Archer
Giant
Zap Goblins Goblin Hut Baby Dragon Magic Archer
Goblin Hut
Zap Mortar Ice Golem Giant Baby Dragon Magic Archer
Baby Dragon
Goblins Zap Mortar Ice Golem Giant Goblin Hut
Magic Archer
Zap Ice Golem Giant Goblin Hut

Defense Synergies 0 16

Goblins
Zap Mortar Ice Golem Magic Archer
Zap
Goblins Mortar Ice Golem Goblin Hut Baby Dragon Magic Archer
Mortar
Goblins Zap Ice Golem Goblin Hut Baby Dragon
Ice Golem
Goblins Zap Mortar Goblin Hut Baby Dragon Magic Archer
Giant
Goblin Hut
Zap Mortar Ice Golem Baby Dragon
Baby Dragon
Zap Mortar Ice Golem Goblin Hut
Magic Archer
Goblins Zap Ice Golem

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.

Zap Mortar Ice Golem Goblin Hut Baby Dragon Magic Archer
Goblins Zap Mortar Goblin Hut
Mortar Goblin Hut Goblins
Goblin Hut Goblins Mortar
Goblins Zap Baby Dragon Magic Archer
Zap Mortar Goblin Hut Baby Dragon Magic Archer
Zap Ice Golem Baby Dragon Magic Archer
Goblins Mortar Goblin Hut
Goblins Ice Golem
Goblins Zap Ice Golem Goblin Hut Baby Dragon Magic Archer
Zap Goblin Hut Baby Dragon Magic Archer
Mortar Goblin Hut Zap
Goblins Zap Mortar Goblin Hut Baby Dragon Magic Archer
Mortar Goblin Hut
Zap Mortar Goblin Hut
Goblins Mortar Goblin Hut
Mortar Goblins Zap Goblin Hut Baby Dragon Magic Archer
Zap Mortar Baby Dragon Ice Golem Goblin Hut Magic Archer
Mortar Goblin Hut
Goblins Baby Dragon

Counters to secondary win conditions

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

Goblins Zap Ice Golem Goblin Hut
Zap Mortar Ice Golem Baby Dragon Magic Archer
Goblins Zap Ice Golem Goblin Hut
Zap Ice Golem
Goblin Hut
Zap Ice Golem Goblin Hut Baby Dragon Magic Archer
Goblins Ice Golem Goblin Hut
Zap Goblins Mortar Ice Golem Goblin Hut Baby Dragon Magic Archer
Goblin Hut
Goblin Hut
Zap
Ice Golem
Baby Dragon Magic Archer
Goblin Hut Goblins Zap Mortar Ice Golem Baby Dragon Magic Archer
Zap Ice Golem Goblin Hut Baby Dragon 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.)

Magic Archer Mortar Ice Golem Baby Dragon
Mortar Zap Baby Dragon Magic Archer
Goblin Hut Baby Dragon Magic Archer
Ice Golem
Zap Mortar Baby Dragon Magic Archer
Zap Ice Golem Baby Dragon Magic Archer
Mortar Baby Dragon Magic Archer
Zap Ice Golem Baby Dragon Magic Archer
Zap Mortar
Goblins
Zap Mortar Magic Archer
Zap Baby Dragon Magic Archer
Mortar Ice Golem Goblin Hut Baby Dragon Magic Archer
Mortar Baby Dragon Magic Archer
Zap Mortar Ice Golem Goblin Hut Baby Dragon Magic Archer
Zap Mortar Goblin Hut Baby Dragon Magic Archer
Magic Archer Mortar Goblin Hut Baby Dragon
Mortar
Zap Mortar Baby Dragon Magic Archer
Zap Mortar Baby Dragon Magic Archer
Baby Dragon Magic Archer
Zap Mortar Baby Dragon
Zap Ice Golem Mortar Baby Dragon Magic Archer
Mortar Zap Baby Dragon Magic Archer
Zap Mortar Baby Dragon Magic Archer
Zap Mortar Baby Dragon Magic Archer
Zap Ice Golem Baby Dragon Magic Archer
Zap Goblin Hut
Zap Mortar Magic Archer
Zap Magic Archer
Magic Archer
Zap Goblin Hut Magic Archer
Zap Baby Dragon Magic Archer
Baby Dragon Magic Archer
Zap Mortar Ice Golem Baby Dragon Magic Archer
Zap
Zap Baby Dragon Magic Archer
Zap Magic Archer
Zap Mortar Baby Dragon Magic Archer

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