My Best Clash Royale Deck

Deck Check Rating

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

2 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. 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.

Rascals Ice Golem Zappies Magic Archer

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.

Rascals Ice Golem Zappies Giant Magic Archer

Offensive cards

Win conditions

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

Giant Wall Breakers

Damage spells

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

Tornado The Log

Punishments

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

Giant Wall Breakers

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.

Rascals Ice Golem Giant Wall Breakers Magic Archer

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.

Magic Archer

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
Giant Wall Breakers
Giant Snowball
Zappies Wall Breakers
Zap
Zappies Wall Breakers
Barbarian Barrel
Rascals Zappies Wall Breakers Magic Archer
The Log
Rascals Zappies Wall Breakers
Earthquake
Zappies
Arrows
Rascals Zappies Wall Breakers
Royal Delivery
Rascals Zappies Wall Breakers Magic Archer
Fireball
Rascals Zappies Wall Breakers Magic Archer
Poison
Rascals Zappies Magic Archer
Lightning
Ice Golem Magic Archer
Rocket
Rascals Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Tornado The Log Magic Archer

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 Tornado

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

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 Wall Breakers The Log Tornado Zappies Magic Archer Rascals Giant

Shortest cycle

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

9 Ice Golem Wall Breakers The Log Tornado

Attack Synergies 2 13

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.

Rascals
Zappies Wall Breakers Magic Archer
Ice Golem
Wall Breakers Zappies Magic Archer
Zappies
Rascals Ice Golem Giant Wall Breakers
Giant
Zappies Tornado The Log Magic Archer
Wall Breakers
Ice Golem Rascals Zappies The Log
Tornado
Magic Archer Giant The Log
The Log
Giant Wall Breakers Tornado Magic Archer
Magic Archer
Tornado Rascals Ice Golem Giant The Log

Defense Synergies 1 10

Rascals
Tornado The Log
Ice Golem
Zappies Tornado The Log Magic Archer
Zappies
Ice Golem Tornado The Log
Giant
Wall Breakers
Tornado
Magic Archer Rascals Ice Golem Zappies The Log
The Log
Rascals Ice Golem Zappies Tornado Magic Archer
Magic Archer
Tornado Ice Golem 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 Zappies The Log Magic Archer
Rascals Zappies The Log
Tornado Rascals Zappies
Rascals Zappies
Tornado The Log
Tornado The Log Rascals Zappies Magic Archer
Tornado Rascals Zappies Magic Archer
Rascals Ice Golem The Log Magic Archer
Zappies Rascals Tornado
Tornado Rascals Ice Golem Zappies
Rascals Ice Golem Zappies Tornado The Log Magic Archer
Rascals Zappies Tornado Magic Archer
Rascals Zappies The Log
Rascals Zappies Tornado The Log Magic Archer
Rascals Zappies
Tornado Rascals Zappies The Log
Rascals Zappies Tornado
Rascals Zappies Tornado The Log Magic Archer
Tornado The Log Rascals Ice Golem Zappies Magic Archer
Zappies Tornado
Rascals Zappies The Log

Counters to secondary win conditions

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

Rascals Ice Golem Zappies
Ice Golem The Log Magic Archer
Zappies Rascals Ice Golem The Log
Rascals Ice Golem Zappies Tornado The Log
Rascals Zappies
Rascals Ice Golem Zappies Tornado Magic Archer
Rascals Ice Golem Zappies
Rascals Zappies
Ice Golem Zappies Tornado The Log Magic Archer
Zappies
Rascals Zappies
Tornado The Log
Rascals Ice Golem Zappies
Rascals Zappies Magic Archer
Rascals Zappies Ice Golem Tornado The Log Magic Archer
Rascals Ice Golem Zappies The Log Magic Archer

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.)

Magic Archer Rascals Ice Golem The Log
Tornado The Log Magic Archer
The Log Magic Archer
Rascals Ice Golem The Log
The Log Magic Archer
Ice Golem Tornado Magic Archer
Tornado The Log Magic Archer
The Log Ice Golem Tornado Magic Archer
The Log Tornado
Tornado
Tornado The Log Magic Archer
Tornado Magic Archer
Ice Golem The Log Magic Archer
Magic Archer
Ice Golem The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
Tornado
The Log Magic Archer
Tornado The Log Magic Archer
The Log Magic Archer
Tornado
Tornado The Log
The Log
Ice Golem Tornado The Log Magic Archer
The Log Tornado Magic Archer
Tornado The Log Magic Archer
Tornado The Log Magic Archer
Ice Golem Tornado Magic Archer
Zappies
The Log Magic Archer
Zappies Magic Archer
The Log Magic Archer
Zappies Magic Archer
Zappies Tornado Magic Archer
The Log
Rascals Magic Archer
The Log Ice Golem Magic Archer
Tornado
Rascals Zappies Tornado The Log Magic Archer
Zappies Tornado Magic Archer
Tornado The Log Magic Archer

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