My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Good
Versatility
Good
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 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.

Archers Goblin Gang

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.

Ice Spirit Archers Balloon Royal Ghost

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Freeze The Log

Punishments

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

Goblin Gang Balloon Royal Ghost

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.

Ice Spirit Goblin Gang Balloon Royal Ghost

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.

Balloon Royal Ghost

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
Archers Goblin Gang Balloon
Giant Snowball
Archers Goblin Gang Balloon
Zap
Archers Goblin Gang Balloon
Barbarian Barrel
Ice Spirit Archers Goblin Gang Royal Ghost
The Log
Ice Spirit Archers Goblin Gang
Earthquake
Archers Goblin Gang
Arrows
Ice Spirit Archers Goblin Gang
Royal Delivery
Ice Spirit Archers Goblin Gang Balloon Royal Ghost
Fireball
Archers Goblin Gang Balloon
Poison
Archers Goblin Gang Balloon
Lightning
Balloon
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Freeze The Log Royal Ghost

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 Spirit Freeze Royal Ghost

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 Spirit Goblin Gang

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.

Ice Spirit Zap The Log Archers Goblin Gang Royal Ghost Freeze Balloon

Shortest cycle

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

8 Ice Spirit Zap The Log Archers

Attack Synergies 4 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.

Ice Spirit
Zap Balloon Archers Royal Ghost
Zap
Ice Spirit Balloon Archers Freeze The Log Royal Ghost
Archers
Ice Spirit Zap Balloon Royal Ghost
Goblin Gang
Balloon Royal Ghost
Freeze
Balloon Zap
Balloon
Ice Spirit Zap Freeze Archers Goblin Gang The Log Royal Ghost
The Log
Zap Balloon
Royal Ghost
Ice Spirit Zap Archers Goblin Gang Balloon

Defense Synergies 2 11

Ice Spirit
Zap Goblin Gang Archers The Log Royal Ghost
Zap
Ice Spirit Archers Goblin Gang The Log Royal Ghost
Archers
Ice Spirit Zap Goblin Gang The Log
Goblin Gang
Ice Spirit Zap Archers The Log
Freeze
Balloon
The Log
Ice Spirit Zap Archers Goblin Gang Royal Ghost
Royal Ghost
Ice Spirit Zap 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.

Zap The Log
Ice Spirit Zap Goblin Gang The Log
Goblin Gang Archers Freeze
Goblin Gang
The Log
Goblin Gang Freeze The Log Zap Archers Royal Ghost
Ice Spirit Zap Archers Goblin Gang Freeze
Zap The Log
Goblin Gang
Goblin Gang Ice Spirit Archers Royal Ghost
Archers Goblin Gang Zap Freeze The Log Royal Ghost
Zap Archers Goblin Gang
Ice Spirit Zap Goblin Gang Freeze The Log
Ice Spirit Zap Goblin Gang Freeze The Log Royal Ghost
Goblin Gang
Ice Spirit Zap Goblin Gang Freeze The Log
Goblin Gang
Ice Spirit Zap Archers Goblin Gang The Log Royal Ghost
Zap Freeze The Log Ice Spirit Archers Royal Ghost
Goblin Gang Royal Ghost Archers The Log

Counters to secondary win conditions

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

Goblin Gang Zap Archers Royal Ghost
Zap Archers Goblin Gang The Log Royal Ghost
Goblin Gang Ice Spirit Zap The Log
Goblin Gang Zap The Log
Goblin Gang
Ice Spirit Zap Archers Goblin Gang Freeze
Goblin Gang Archers
Zap Freeze Ice Spirit The Log
Goblin Gang
Zap The Log
Goblin Gang
Archers
Goblin Gang Ice Spirit Zap Archers Freeze The Log
Zap Archers Freeze The Log Royal Ghost

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.)

Freeze The Log Royal Ghost
Zap The Log Royal Ghost
The Log
Freeze The Log
Zap The Log
Ice Spirit Zap Freeze
Archers The Log
The Log Ice Spirit Zap Freeze
The Log Zap
Goblin Gang
Zap The Log
Zap Archers
The Log
Freeze
Zap The Log
Zap The Log
The Log
Freeze
Zap Archers The Log
Zap The Log
The Log
The Log
Zap The Log
Zap Freeze The Log Ice Spirit
The Log Zap Royal Ghost
Zap The Log
Zap The Log
Zap Archers
Zap Ice Spirit Freeze
Zap The Log
Zap Ice Spirit Freeze
The Log
Zap Ice Spirit Archers Goblin Gang Freeze
Zap Archers
Freeze
The Log
Goblin Gang
The Log Zap
Zap
Zap Ice Spirit Goblin Gang Freeze The Log
Zap
Zap Freeze The Log Royal Ghost

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