My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Great!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Hunter Ram Rider

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.

Ice Golem Barbarian Hut Hunter Golem Bandit Ram Rider

Offensive cards

Win conditions

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

Golem Ram Rider

Damage spells

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

Fireball

Punishments

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

Bandit Ram Rider

Pump responses

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

Fireball

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 Bandit Ram Rider

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 Bandit Ram Rider

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 Bandit Ram Rider
Giant Snowball
Minions Ram Rider
Zap
Minions Bandit Ram Rider
Barbarian Barrel
Barbarian Hut Hunter Bandit
The Log
Barbarian Hut Hunter Bandit Ram Rider
Earthquake
Barbarian Hut
Arrows
Minions
Royal Delivery
Minions Hunter Bandit Ram Rider
Fireball
Minions Barbarian Hut Hunter Bandit Ram Rider
Poison
Minions Barbarian Hut Hunter
Lightning
Ice Golem Barbarian Hut Hunter Bandit Ram Rider
Rocket
Barbarian Hut Hunter Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Fireball Hunter

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 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.

Fireball

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 Fireball

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 Minions Bandit Fireball Hunter Ram Rider Barbarian Hut Golem

Shortest cycle

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

12 Ice Golem Minions Bandit Fireball

Attack Synergies 1 17

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
Ice Golem Barbarian Hut Golem Bandit Ram Rider
Ice Golem
Minions Barbarian Hut Hunter Ram Rider
Fireball
Golem Ram Rider
Barbarian Hut
Minions Ice Golem Hunter Bandit Ram Rider
Hunter
Ice Golem Barbarian Hut Golem Bandit Ram Rider
Golem
Fireball Minions Hunter Bandit
Bandit
Minions Barbarian Hut Hunter Golem Ram Rider
Ram Rider
Minions Ice Golem Fireball Barbarian Hut Hunter Bandit

Defense Synergies 2 14

Minions
Ice Golem Barbarian Hut Hunter Bandit Ram Rider
Ice Golem
Minions Fireball Barbarian Hut Hunter Bandit
Fireball
Ice Golem Barbarian Hut Bandit Ram Rider
Barbarian Hut
Minions Ice Golem Fireball Hunter
Hunter
Minions Ice Golem Barbarian Hut Bandit Ram Rider
Golem
Bandit
Minions Ice Golem Fireball Hunter Ram Rider
Ram Rider
Minions Fireball Hunter Bandit

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 Minions Ice Golem Fireball Ram Rider
Barbarian Hut Hunter Minions Bandit Ram Rider
Barbarian Hut Hunter Ram Rider Minions Bandit
Barbarian Hut Hunter Minions Bandit Ram Rider
Fireball
Fireball Minions Hunter Bandit
Minions Hunter Ram Rider Fireball Barbarian Hut
Barbarian Hut Ice Golem Fireball Bandit Ram Rider
Barbarian Hut Hunter Minions
Ice Golem Hunter Bandit
Minions Ice Golem Fireball Hunter Bandit Ram Rider
Minions Hunter Fireball Barbarian Hut Ram Rider
Barbarian Hut Hunter Minions Fireball Bandit Ram Rider
Fireball Barbarian Hut Minions Hunter
Barbarian Hut Hunter Bandit Ram Rider
Barbarian Hut Fireball Hunter Bandit Ram Rider
Barbarian Hut Minions Fireball Hunter
Fireball Minions Barbarian Hut Hunter Bandit Ram Rider
Hunter Minions Ice Golem Fireball Barbarian Hut Bandit Ram Rider
Barbarian Hut Hunter Ram Rider
Minions Fireball Hunter Bandit

Counters to secondary win conditions

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

Barbarian Hut Ice Golem Fireball Bandit
Fireball Bandit Ice Golem Hunter
Bandit Minions Ice Golem Barbarian Hut Hunter Ram Rider
Hunter Ice Golem Fireball Barbarian Hut Bandit Ram Rider
Barbarian Hut Hunter Bandit Ram Rider
Fireball Minions Ice Golem Hunter Ram Rider
Minions Ice Golem Fireball Barbarian Hut Hunter Bandit Ram Rider
Barbarian Hut Hunter
Minions Ice Golem Fireball Barbarian Hut Bandit
Barbarian Hut
Minions Hunter
Fireball
Ice Golem Fireball Barbarian Hut Hunter Bandit Ram Rider
Fireball Barbarian Hut
Minions Ice Golem Fireball Barbarian Hut Hunter
Minions Ice Golem Fireball Barbarian Hut Hunter

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.)

Fireball Ice Golem Barbarian Hut Bandit
Fireball Bandit Ram Rider
Fireball Barbarian Hut Bandit
Ice Golem Fireball Barbarian Hut
Fireball
Fireball Minions Ice Golem Hunter Ram Rider
Fireball Ice Golem Barbarian Hut Hunter Ram Rider
Fireball Bandit Ram Rider
Minions Fireball
Fireball Bandit Ram Rider
Fireball
Ice Golem Fireball Barbarian Hut Hunter Bandit
Minions Fireball Bandit
Ice Golem Fireball Barbarian Hut
Fireball Barbarian Hut Hunter Bandit
Fireball Barbarian Hut Bandit
Fireball
Minions
Fireball Hunter Bandit
Fireball
Minions Fireball
Fireball
Fireball Barbarian Hut
Ice Golem Fireball Hunter
Fireball Hunter Bandit Ram Rider
Fireball Bandit Ram Rider
Fireball Bandit
Ice Golem Fireball Hunter
Minions Fireball
Fireball
Fireball Hunter Bandit
Fireball
Fireball
Minions Fireball Barbarian Hut Bandit
Fireball Hunter Ram Rider
Fireball
Fireball Hunter
Ice Golem Fireball
Fireball
Minions Fireball
Fireball
Fireball Bandit

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