My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
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 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 Ice Wizard

Defensive buildings

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

Barbarian Hut

Investments

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

Bomber Archers Giant Barbarian Hut Ice Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap The Log

Punishments

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

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.

Giant

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
Bomber Archers Giant Skeleton Army
Giant Snowball
Bomber Archers Skeleton Army
Zap
Bomber Archers Skeleton Army
Barbarian Barrel
Bomber Archers Barbarian Hut Skeleton Army Ice Wizard
The Log
Bomber Archers Barbarian Hut Skeleton Army
Earthquake
Bomber Archers Barbarian Hut Skeleton Army
Arrows
Bomber Archers Skeleton Army
Royal Delivery
Bomber Archers Skeleton Army Ice Wizard
Fireball
Bomber Archers Barbarian Hut Skeleton Army Ice Wizard
Poison
Bomber Archers Barbarian Hut Skeleton Army Ice Wizard
Lightning
Barbarian Hut Ice Wizard
Rocket
Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap The Log Ice Wizard

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.

Skeleton Army Ice Wizard

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.

Skeleton Army

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bomber Zap The Log Archers Skeleton Army Ice Wizard Giant Barbarian Hut

Shortest cycle

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

9 Bomber Zap The Log Archers

Attack Synergies 2 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.

Bomber
Giant Zap Barbarian Hut
Zap
Giant Bomber Archers Barbarian Hut The Log Ice Wizard
Archers
Zap Giant Barbarian Hut
Giant
Bomber Zap Archers Barbarian Hut The Log Ice Wizard
Barbarian Hut
Bomber Zap Archers Giant Ice Wizard
Skeleton Army
The Log
Zap Giant
Ice Wizard
Zap Giant Barbarian Hut

Defense Synergies 0 18

Bomber
Zap Barbarian Hut The Log
Zap
Bomber Archers Barbarian Hut Skeleton Army The Log Ice Wizard
Archers
Zap Barbarian Hut Skeleton Army The Log Ice Wizard
Giant
Barbarian Hut
Bomber Zap Archers Skeleton Army The Log Ice Wizard
Skeleton Army
Zap Archers Barbarian Hut The Log Ice Wizard
The Log
Bomber Zap Archers Barbarian Hut Skeleton Army Ice Wizard
Ice Wizard
Zap Archers Barbarian Hut Skeleton Army 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.

Barbarian Hut Bomber Zap The Log
Barbarian Hut Skeleton Army Bomber Zap The Log Ice Wizard
Barbarian Hut Skeleton Army Bomber Archers Ice Wizard
Barbarian Hut Skeleton Army Bomber Ice Wizard
Bomber Skeleton Army The Log
Skeleton Army The Log Bomber Zap Archers Ice Wizard
Zap Archers Barbarian Hut Ice Wizard
Barbarian Hut Zap The Log
Barbarian Hut Skeleton Army Ice Wizard
Skeleton Army Bomber Archers Ice Wizard
Archers Skeleton Army Ice Wizard Bomber Zap The Log
Zap Archers Barbarian Hut Ice Wizard
Barbarian Hut Skeleton Army Bomber Zap The Log Ice Wizard
Bomber Barbarian Hut Skeleton Army Zap The Log
Barbarian Hut Skeleton Army
Barbarian Hut Skeleton Army Zap The Log
Barbarian Hut Bomber Skeleton Army
Bomber Zap Archers Barbarian Hut Skeleton Army The Log Ice Wizard
Zap The Log Bomber Archers Barbarian Hut Ice Wizard
Barbarian Hut
Bomber Skeleton Army Archers The Log

Counters to secondary win conditions

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

Barbarian Hut Skeleton Army Zap Archers
Bomber Zap Archers The Log
Skeleton Army Zap Barbarian Hut The Log
Skeleton Army Zap Barbarian Hut The Log
Barbarian Hut Skeleton Army
Zap Archers Ice Wizard
Skeleton Army Archers Barbarian Hut Ice Wizard
Barbarian Hut Skeleton Army
Zap Barbarian Hut Skeleton Army The Log
Barbarian Hut Skeleton Army
Skeleton Army Zap The Log
Skeleton Army Barbarian Hut
Bomber Archers Barbarian Hut Skeleton Army
Skeleton Army Bomber Zap Archers Barbarian Hut The Log
Bomber Zap Archers Barbarian Hut The Log Ice 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.)

Barbarian Hut The Log
Zap The Log Ice Wizard
Barbarian Hut The Log
Barbarian Hut The Log
Bomber Zap The Log
Zap Ice Wizard
Bomber Archers The Log
The Log Zap Barbarian Hut Ice Wizard
The Log Zap
Zap The Log
Zap Archers
Barbarian Hut The Log
Zap Barbarian Hut The Log
Bomber Zap Barbarian Hut The Log
Barbarian Hut The Log
Bomber
Bomber Zap Archers The Log
Bomber Zap The Log
The Log
The Log
Zap Barbarian Hut The Log
Zap The Log Bomber Ice Wizard
The Log Zap Ice Wizard
Zap The Log
Zap The Log
Zap Archers Ice Wizard
Zap
Bomber Zap The Log
Zap
The Log
Zap Archers Barbarian Hut Skeleton Army
Zap Archers Ice Wizard
The Log
The Log Bomber Zap
Zap
Zap The Log
Zap
Zap The Log

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