My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
Versatility
Good
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Ice Golem

Defensive buildings

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

Mortar

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 Dark Prince

Offensive cards

Win conditions

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

Mortar Hog Rider Giant

Damage spells

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

Fireball

Punishments

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

Mortar Hog Rider Giant Dark Prince

Pump responses

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

Fireball

Dropped at the bridge

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

Mortar Ice Golem Hog Rider Giant Dark Prince

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.

Hog Rider Dark Prince

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
Minions Hog Rider Giant Guards Dark Prince
Giant Snowball
Minions Hog Rider Guards
Zap
Minions Mortar Guards Dark Prince
Barbarian Barrel
Mortar Guards Dark Prince
The Log
Hog Rider Guards Dark Prince
Earthquake
Mortar Hog Rider Guards
Arrows
Minions Guards
Royal Delivery
Minions Hog Rider Guards Dark Prince
Fireball
Minions Mortar Hog Rider
Poison
Minions Mortar Guards
Lightning
Mortar Ice Golem Dark Prince
Rocket
Mortar Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Ice Golem Fireball Dark Prince

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 Guards Dark Prince

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.

Fireball

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.

Minions Ice Golem Fireball

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 Golem Minions Guards Mortar Fireball Hog Rider Dark Prince Giant

Shortest cycle

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

12 Ice Golem Minions Guards Mortar

Attack Synergies 5 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.

Minions
Hog Rider Giant Mortar Ice Golem Dark Prince
Mortar
Minions Ice Golem Fireball Hog Rider Dark Prince
Ice Golem
Hog Rider Minions Mortar
Fireball
Hog Rider Mortar Giant Dark Prince
Hog Rider
Minions Ice Golem Fireball Mortar Giant Guards Dark Prince
Giant
Minions Dark Prince Fireball Hog Rider Guards
Guards
Hog Rider Giant
Dark Prince
Giant Minions Mortar Fireball Hog Rider

Defense Synergies 1 8

Minions
Ice Golem Mortar Dark Prince
Mortar
Minions Ice Golem Fireball Guards
Ice Golem
Minions Mortar Fireball Guards
Fireball
Mortar Ice Golem Dark Prince
Hog Rider
Giant
Guards
Mortar Ice Golem
Dark Prince
Minions Fireball

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.

Minions Mortar Ice Golem Fireball
Minions Mortar Dark Prince
Mortar Minions Dark Prince
Minions Mortar Guards Dark Prince
Fireball Dark Prince
Fireball Minions Guards Dark Prince
Minions Mortar Fireball
Ice Golem Fireball
Minions Mortar
Guards Ice Golem Dark Prince
Minions Guards Ice Golem Fireball Dark Prince
Minions Fireball
Mortar Minions Fireball Guards Dark Prince
Fireball Minions Mortar Guards Dark Prince
Mortar
Mortar Fireball
Minions Mortar Fireball Dark Prince
Mortar Fireball Minions Guards Dark Prince
Mortar Minions Ice Golem Fireball Guards Dark Prince
Mortar
Dark Prince Minions Fireball Guards

Counters to secondary win conditions

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

Guards Ice Golem Fireball Dark Prince
Fireball Mortar Ice Golem
Guards Minions Ice Golem Dark Prince
Guards Dark Prince Ice Golem Fireball
Guards Dark Prince
Fireball Minions Ice Golem
Guards Dark Prince Minions Ice Golem Fireball
Dark Prince
Minions Mortar Ice Golem Fireball Dark Prince
Guards
Minions Guards Dark Prince
Fireball Guards Dark Prince
Dark Prince Ice Golem Fireball Guards
Fireball
Guards Minions Mortar Ice Golem Fireball Dark Prince
Minions Ice Golem Fireball Dark Prince

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.)

Fireball Mortar Ice Golem Guards
Mortar Fireball
Fireball
Ice Golem Fireball Guards Dark Prince
Fireball Mortar Dark Prince
Fireball Minions Ice Golem
Mortar
Fireball Ice Golem
Fireball Mortar
Minions Fireball Guards
Mortar Fireball Dark Prince
Fireball
Mortar Ice Golem Fireball
Minions Mortar Fireball
Mortar Ice Golem Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Minions
Mortar Fireball Dark Prince
Mortar Fireball
Minions Fireball
Fireball
Mortar Fireball
Ice Golem Mortar Fireball Dark Prince
Mortar Fireball
Fireball Mortar
Fireball Mortar
Ice Golem Fireball
Minions Fireball Guards
Fireball
Mortar Fireball
Fireball
Fireball
Minions Fireball Guards Dark Prince
Fireball
Fireball
Fireball Dark Prince
Mortar Ice Golem Fireball
Fireball
Dark Prince
Minions Fireball Guards
Fireball
Mortar Fireball Dark Prince

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