My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Minions Ice Golem Flying Machine Wizard

Defensive buildings

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

X-Bow

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 Flying Machine Wizard Dark Prince X-Bow

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Rage

Punishments

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

Dark Prince X-Bow

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 Golem Flying Machine Dark Prince X-Bow

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.

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 Guards Dark Prince
Giant Snowball
Minions Flying Machine Guards
Zap
Minions Flying Machine Guards Dark Prince X-Bow
Barbarian Barrel
Wizard Guards Dark Prince X-Bow
The Log
Guards Dark Prince X-Bow
Earthquake
Guards X-Bow
Arrows
Minions Flying Machine Guards
Royal Delivery
Minions Flying Machine Wizard Guards Dark Prince
Fireball
Minions Flying Machine Wizard X-Bow
Poison
Minions Flying Machine Wizard Guards X-Bow
Lightning
Ice Golem Wizard Dark Prince X-Bow
Rocket
Wizard X-Bow

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Wizard 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 Rage Guards Dark Prince

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Golem Rage Minions Guards Flying Machine Dark Prince Wizard X-Bow

Shortest cycle

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

10 Ice Golem Rage Minions Guards

Attack Synergies 2 10

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
Rage Ice Golem Dark Prince
Ice Golem
X-Bow Minions Flying Machine
Flying Machine
Ice Golem Dark Prince X-Bow
Wizard
Rage Dark Prince
Rage
Minions Wizard Dark Prince
Guards
X-Bow
Dark Prince
Minions Flying Machine Wizard Rage X-Bow
X-Bow
Ice Golem Flying Machine Guards Dark Prince

Defense Synergies 2 11

Minions
Ice Golem Flying Machine Dark Prince X-Bow
Ice Golem
Minions X-Bow Flying Machine Wizard Guards
Flying Machine
Minions Ice Golem Guards Dark Prince
Wizard
Ice Golem Guards Dark Prince
Rage
Guards
Ice Golem Flying Machine Wizard X-Bow
Dark Prince
Minions Flying Machine Wizard
X-Bow
Ice Golem Minions Guards

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 Ice Golem Flying Machine Wizard X-Bow
Minions Flying Machine Dark Prince X-Bow
Minions Dark Prince
Minions Guards Dark Prince
Dark Prince X-Bow
Minions Flying Machine Guards Dark Prince X-Bow
Minions Flying Machine Wizard X-Bow
Ice Golem Flying Machine X-Bow
Minions X-Bow
Guards Ice Golem Dark Prince
Minions Guards Ice Golem Flying Machine Wizard Dark Prince X-Bow
Minions Flying Machine Wizard
Minions Flying Machine Wizard Guards Dark Prince X-Bow
Wizard Minions Guards Dark Prince X-Bow
X-Bow
X-Bow
Wizard Minions Dark Prince X-Bow
Minions Flying Machine Wizard Guards Dark Prince X-Bow
Wizard Minions Ice Golem Flying Machine Guards Dark Prince
Wizard Dark Prince Minions Flying Machine Guards

Counters to secondary win conditions

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

Guards Ice Golem Dark Prince X-Bow
Ice Golem Flying Machine Wizard X-Bow
Guards Minions Ice Golem Dark Prince
Guards Dark Prince Ice Golem X-Bow
Guards Dark Prince
Wizard Minions Ice Golem Flying Machine
Guards Dark Prince Minions Ice Golem Flying Machine
Dark Prince
Minions Ice Golem Flying Machine Dark Prince X-Bow
Guards
Minions Flying Machine Guards Dark Prince
Guards Dark Prince
Dark Prince Ice Golem Wizard Guards
Wizard Flying Machine
Guards Minions Ice Golem Flying Machine Dark Prince X-Bow
Minions Ice Golem Flying Machine Wizard 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.)

Ice Golem Flying Machine Guards X-Bow
Flying Machine X-Bow
Flying Machine X-Bow
Ice Golem Flying Machine Guards Dark Prince
Wizard Dark Prince
Wizard Minions Ice Golem Flying Machine
Flying Machine Wizard
X-Bow Ice Golem Flying Machine Wizard
Flying Machine Wizard X-Bow
Minions Guards X-Bow
Flying Machine Wizard Dark Prince X-Bow
Flying Machine Wizard
Flying Machine Ice Golem
Minions Flying Machine X-Bow
Ice Golem Flying Machine X-Bow
X-Bow Flying Machine Wizard
Flying Machine Wizard X-Bow
Minions
Flying Machine Wizard Dark Prince X-Bow
Flying Machine Wizard X-Bow
Minions X-Bow
Wizard
X-Bow
Flying Machine X-Bow
Ice Golem Wizard Dark Prince
X-Bow Flying Machine Wizard
Flying Machine Wizard X-Bow
X-Bow
Ice Golem Flying Machine Wizard X-Bow
Minions Flying Machine Wizard Guards
Wizard X-Bow
Wizard
Minions Flying Machine Guards Dark Prince X-Bow
Flying Machine Wizard
Flying Machine Wizard Dark Prince
Ice Golem Flying Machine Wizard
Flying Machine Dark Prince
Minions Flying Machine Guards
Flying Machine
Flying Machine Dark Prince X-Bow

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