My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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.

Spear Goblins Ice Golem

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 Spear Goblins Ice Golem

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap The Log

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 Spear Goblins Heal Spirit Ice 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
Spear Goblins
Giant Snowball
Goblins Spear Goblins
Zap
Goblins Spear Goblins
Barbarian Barrel
Ice Spirit Goblins Spear Goblins Heal Spirit
The Log
Ice Spirit Goblins Spear Goblins Heal Spirit
Earthquake
Spear Goblins
Arrows
Ice Spirit Goblins Spear Goblins Heal Spirit
Royal Delivery
Ice Spirit Goblins Spear Goblins Heal Spirit
Fireball
Poison
Spear Goblins
Lightning
Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Ice Golem 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 Spear Goblins Heal Spirit Ice Golem

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 Heal Spirit 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Ice Spirit Heal Spirit Goblins Spear Goblins Zap Ice Golem The Log

Shortest cycle

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

4 Mirror Ice Spirit Heal Spirit Goblins

Attack Synergies 4 9

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 Goblins Spear Goblins
Goblins
Ice Spirit Zap Ice Golem
Spear Goblins
Ice Golem Ice Spirit Zap Heal Spirit
Zap
Ice Spirit Mirror Goblins Spear Goblins Heal Spirit Ice Golem The Log
Heal Spirit
Spear Goblins Zap
Ice Golem
Spear Goblins Goblins Zap
Mirror
Zap The Log
The Log
Mirror Zap

Defense Synergies 3 13

Ice Spirit
Zap Goblins Spear Goblins Ice Golem The Log
Goblins
Ice Spirit Zap Ice Golem The Log
Spear Goblins
Ice Golem Ice Spirit Zap The Log
Zap
Ice Spirit Mirror Goblins Spear Goblins Ice Golem The Log
Heal Spirit
Ice Golem
Spear Goblins Ice Spirit Goblins Zap The Log
Mirror
Zap The Log
The Log
Ice Spirit Goblins Spear Goblins Zap Ice Golem Mirror

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.

Spear Goblins Zap Ice Golem The Log
Ice Spirit Goblins Zap The Log
Goblins
Goblins
The Log
The Log Goblins Spear Goblins Zap
Ice Spirit Spear Goblins Zap
Zap Ice Golem The Log
Goblins
Ice Spirit Goblins Spear Goblins Ice Golem
Goblins Spear Goblins Zap Ice Golem The Log
Spear Goblins Zap
Ice Spirit Zap The Log
Ice Spirit Goblins Zap The Log
Ice Spirit Zap The Log
Goblins
Ice Spirit Goblins Spear Goblins Zap The Log
Zap The Log Ice Spirit Spear Goblins Ice Golem
Goblins Spear Goblins The Log

Counters to secondary win conditions

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

Goblins Spear Goblins Zap Ice Golem
Zap Ice Golem The Log
Ice Spirit Goblins Spear Goblins Zap Ice Golem The Log
Zap Ice Golem The Log
Ice Spirit Zap Ice Golem
Goblins Spear Goblins Ice Golem
Zap Ice Spirit Goblins Spear Goblins Ice Golem The Log
Zap The Log
Ice Golem
Ice Spirit Goblins Spear Goblins Zap Ice Golem The Log
Zap Ice Golem 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.)

Ice Golem The Log
Zap The Log
The Log
Ice Golem The Log
Zap The Log
Ice Spirit Spear Goblins Zap Ice Golem
The Log
The Log Ice Spirit Zap Ice Golem
The Log Zap
Goblins
Zap The Log
Zap
Ice Golem The Log
Zap Ice Golem The Log
Spear Goblins Zap The Log
The Log
Zap The Log
Zap The Log
The Log
The Log
Zap The Log
Zap Ice Golem The Log Ice Spirit
The Log Zap
Zap The Log
Zap The Log
Zap Ice Golem
Zap Ice Spirit
Zap The Log
Zap Ice Spirit
The Log
Zap Ice Spirit Spear Goblins
Zap
The Log
The Log Zap Ice Golem
Zap
Zap Ice Spirit The Log
Zap
Zap The Log

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