My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Bad

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Golem Inferno Tower Three Musketeers Hunter

Defensive buildings

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

Inferno Tower

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 Three Musketeers Hunter Golem

Offensive cards

Win conditions

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

Three Musketeers Golem Miner

Damage spells

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

Arrows The Log

Punishments

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

Miner

Pump responses

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

Miner

Dropped at the bridge

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

Ice Golem 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.

Golem Miner

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
Three Musketeers Miner
Giant Snowball
Three Musketeers Miner
Zap
Inferno Tower Three Musketeers
Barbarian Barrel
Inferno Tower Three Musketeers Hunter
The Log
Three Musketeers Hunter
Earthquake
Inferno Tower
Arrows
Royal Delivery
Three Musketeers Hunter Miner
Fireball
Inferno Tower Three Musketeers Hunter
Poison
Inferno Tower Three Musketeers Hunter
Lightning
Ice Golem Inferno Tower Three Musketeers Hunter
Rocket
Inferno Tower Three Musketeers Hunter

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Golem Hunter 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.

Arrows Ice Golem Inferno Tower Golem Miner

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 Golem Three Musketeers

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Golem The Log Arrows Miner Hunter Inferno Tower Golem Three Musketeers

Shortest cycle

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

10 Ice Golem The Log Arrows Miner

Attack Synergies 2 8

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.

Arrows
Golem Miner
Ice Golem
Three Musketeers Hunter Miner
Inferno Tower
Three Musketeers
Ice Golem The Log Miner
Hunter
Ice Golem Golem
Golem
Arrows Hunter The Log
The Log
Three Musketeers Golem Miner
Miner
Arrows Ice Golem Three Musketeers The Log

Defense Synergies 2 8

Arrows
Ice Golem Inferno Tower
Ice Golem
Inferno Tower Arrows Three Musketeers Hunter The Log
Inferno Tower
Ice Golem The Log Arrows
Three Musketeers
Ice Golem The Log
Hunter
Ice Golem The Log
Golem
The Log
Inferno Tower Ice Golem Three Musketeers Hunter Miner
Miner
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.

Ice Golem Inferno Tower The Log
Inferno Tower Hunter Three Musketeers The Log
Inferno Tower Three Musketeers Hunter
Inferno Tower Three Musketeers Hunter
Arrows The Log
Arrows The Log Hunter
Inferno Tower Three Musketeers Hunter Arrows
Arrows Ice Golem Inferno Tower The Log
Inferno Tower Three Musketeers Hunter
Ice Golem Inferno Tower Hunter Miner
Arrows Ice Golem Hunter The Log
Arrows Inferno Tower Three Musketeers Hunter
Inferno Tower Hunter Three Musketeers The Log
Three Musketeers Arrows Hunter The Log
Inferno Tower Three Musketeers Hunter
Inferno Tower Three Musketeers Hunter The Log
Three Musketeers Arrows Inferno Tower Hunter
Arrows Three Musketeers Hunter The Log
Arrows Hunter The Log Ice Golem
Inferno Tower Three Musketeers Hunter
Arrows Hunter The Log

Counters to secondary win conditions

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

Ice Golem Inferno Tower
Arrows Ice Golem Hunter The Log Miner
Ice Golem Inferno Tower Hunter The Log
Hunter Ice Golem Inferno Tower The Log
Inferno Tower Three Musketeers Hunter
Arrows Ice Golem Three Musketeers Hunter
Ice Golem Inferno Tower Hunter
Inferno Tower Hunter
Ice Golem Inferno Tower The Log
Inferno Tower Three Musketeers
Inferno Tower Hunter
Arrows The Log
Ice Golem Inferno Tower Three Musketeers Hunter
Three Musketeers
Inferno Tower Ice Golem Three Musketeers Hunter The Log
Arrows Ice Golem Inferno Tower Hunter 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.)

Arrows Ice Golem The Log
Arrows The Log Miner
Arrows The Log Miner
Arrows Ice Golem The Log
Arrows The Log
Arrows Ice Golem Hunter
Arrows The Log
Arrows The Log Ice Golem Hunter
Arrows The Log Miner
Three Musketeers
Miner Arrows The Log
Arrows
Ice Golem Three Musketeers Hunter The Log Miner
Arrows
Arrows Ice Golem The Log
Arrows Three Musketeers Hunter The Log
Arrows Three Musketeers The Log
Arrows Three Musketeers
Arrows Three Musketeers Hunter The Log
Arrows The Log Miner
The Log
Arrows
The Log
Arrows The Log
Arrows Ice Golem The Log Hunter
Arrows The Log Miner Hunter
Arrows The Log Miner
Miner Arrows The Log
Arrows Ice Golem Hunter
Arrows Hunter The Log Miner
Arrows
Arrows The Log
Arrows Three Musketeers Hunter
Arrows The Log
Miner Three Musketeers Hunter
Arrows The Log Ice Golem
Arrows
Three Musketeers
The Log
The Log Miner

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