My Best Clash Royale Deck

Deck Check Rating

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

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

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.

Ice Spirit Knight Wizard Golem

Offensive cards

Win conditions

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

Golem

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.

Elite Barbarians

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 Goblins Knight Elite Barbarians Golem

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 Golem

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
Elite Barbarians
Giant Snowball
Goblins
Zap
Goblins
Barbarian Barrel
Ice Spirit Goblins Knight Elite Barbarians Wizard
The Log
Ice Spirit Goblins Elite Barbarians
Earthquake
Arrows
Ice Spirit Goblins
Royal Delivery
Ice Spirit Goblins Knight Elite Barbarians Wizard
Fireball
Elite Barbarians Wizard
Poison
Wizard
Lightning
Knight Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Wizard The Log

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 Knight Golem

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

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 Goblins 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Goblins Zap The Log Knight Wizard Elite Barbarians Golem

Shortest cycle

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

7 Ice Spirit Goblins Zap The Log

Attack Synergies 3 14

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 Knight Goblins Elite Barbarians Golem
Goblins
Ice Spirit Zap
Zap
Ice Spirit Elite Barbarians Goblins Knight Golem The Log
Knight
Ice Spirit Zap Elite Barbarians Wizard The Log
Elite Barbarians
Zap Ice Spirit Knight Wizard The Log
Wizard
Knight Elite Barbarians Golem
Golem
Ice Spirit Zap Wizard The Log
The Log
Zap Knight Elite Barbarians Golem

Defense Synergies 1 17

Ice Spirit
Zap Goblins Knight Elite Barbarians Wizard The Log
Goblins
Ice Spirit Zap Knight Wizard The Log
Zap
Ice Spirit Goblins Knight Elite Barbarians The Log
Knight
Ice Spirit Goblins Zap Wizard The Log
Elite Barbarians
Ice Spirit Zap Wizard The Log
Wizard
Ice Spirit Goblins Knight Elite Barbarians The Log
Golem
The Log
Ice Spirit Goblins Zap Knight Elite Barbarians Wizard

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 Knight Wizard The Log
Elite Barbarians Ice Spirit Goblins Zap Knight The Log
Goblins Knight Elite Barbarians
Elite Barbarians Goblins Knight
Elite Barbarians The Log
The Log Goblins Zap
Ice Spirit Zap Wizard
Zap The Log
Goblins Elite Barbarians
Knight Elite Barbarians Ice Spirit Goblins
Goblins Zap Knight Wizard The Log
Zap Wizard
Ice Spirit Zap Knight Elite Barbarians Wizard The Log
Wizard Ice Spirit Goblins Zap The Log
Elite Barbarians Knight
Ice Spirit Zap Elite Barbarians The Log
Wizard Goblins Knight Elite Barbarians
Ice Spirit Goblins Zap Knight Elite Barbarians Wizard The Log
Zap Wizard The Log Ice Spirit Knight
Elite Barbarians
Wizard Goblins Knight Elite Barbarians The Log

Counters to secondary win conditions

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

Knight Goblins Zap Elite Barbarians
Zap Knight Elite Barbarians Wizard The Log
Ice Spirit Goblins Zap Knight Elite Barbarians The Log
Zap Knight Elite Barbarians The Log
Knight Elite Barbarians
Wizard Ice Spirit Zap
Goblins Knight Elite Barbarians
Knight Elite Barbarians
Zap Ice Spirit Goblins Knight Elite Barbarians The Log
Knight Elite Barbarians
Zap Elite Barbarians The Log
Elite Barbarians Knight Wizard
Wizard
Elite Barbarians Ice Spirit Goblins Zap Knight The Log
Zap Elite Barbarians 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.)

Knight The Log
Zap The Log
The Log
Knight The Log
Wizard Zap The Log
Wizard Ice Spirit Zap
Wizard The Log
The Log Ice Spirit Zap Wizard
The Log Zap Wizard
Goblins Elite Barbarians
Zap Knight Wizard The Log
Zap Wizard
Knight Elite Barbarians The Log
Zap Elite Barbarians The Log
Zap Wizard The Log
Wizard The Log
Zap Wizard The Log
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Ice Spirit Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Elite Barbarians Zap Wizard
Zap Ice Spirit Wizard
Elite Barbarians
Zap Wizard The Log
Zap Ice Spirit
Wizard The Log
Zap Ice Spirit
Zap Wizard
The Log
Knight Wizard
The Log Zap Wizard
Zap
Elite Barbarians
Zap Ice Spirit Elite Barbarians The Log
Zap
Zap The Log

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