My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Rascals Zappies Goblin Giant

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 Rascals Zappies Goblin Giant Golem

Offensive cards

Win conditions

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

Goblin Giant Golem Miner

Damage spells

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

Earthquake Fireball

Punishments

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

Goblin Giant Miner

Pump responses

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

Earthquake Fireball Miner

Dropped at the bridge

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

Ice Spirit Rascals Goblin Giant 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
Miner
Giant Snowball
Zappies Miner
Zap
Zappies Goblin Giant
Barbarian Barrel
Ice Spirit Rascals Zappies
The Log
Ice Spirit Rascals Zappies
Earthquake
Zappies
Arrows
Ice Spirit Rascals Zappies
Royal Delivery
Ice Spirit Rascals Zappies Miner
Fireball
Rascals Zappies
Poison
Rascals Zappies
Lightning
Rocket
Rascals

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Earthquake Fireball

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 Golem Miner

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.

Ice Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Earthquake Miner Fireball Zappies Rascals Goblin Giant Golem

Shortest cycle

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

11 Ice Spirit Earthquake Miner Fireball

Attack Synergies 3 12

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
Rascals Goblin Giant Golem Miner
Rascals
Ice Spirit Zappies Miner
Earthquake
Golem Fireball Goblin Giant
Fireball
Goblin Giant Golem Earthquake Miner
Zappies
Rascals Goblin Giant Golem Miner
Goblin Giant
Fireball Ice Spirit Earthquake Zappies
Golem
Earthquake Fireball Ice Spirit Zappies
Miner
Ice Spirit Rascals Fireball Zappies

Defense Synergies 1 10

Ice Spirit
Rascals Earthquake Fireball Zappies Goblin Giant Miner
Rascals
Ice Spirit
Earthquake
Ice Spirit Fireball Zappies
Fireball
Goblin Giant Ice Spirit Earthquake Zappies Miner
Zappies
Ice Spirit Earthquake Fireball
Goblin Giant
Fireball Ice Spirit
Golem
Miner
Ice Spirit Fireball

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.

Earthquake Fireball Zappies Goblin Giant
Ice Spirit Rascals Zappies
Rascals Zappies
Rascals Zappies
Earthquake Fireball
Fireball Rascals Earthquake Zappies
Ice Spirit Rascals Fireball Zappies
Earthquake Rascals Fireball Goblin Giant
Zappies Rascals
Ice Spirit Rascals Zappies Miner
Rascals Earthquake Fireball Zappies Goblin Giant
Rascals Fireball Zappies
Ice Spirit Rascals Earthquake Fireball Zappies
Fireball Ice Spirit Rascals Earthquake Zappies
Rascals Zappies
Ice Spirit Rascals Fireball Zappies
Rascals Fireball Zappies
Ice Spirit Fireball Rascals Zappies
Earthquake Ice Spirit Rascals Fireball Zappies
Zappies
Rascals Earthquake Fireball Zappies Goblin Giant

Counters to secondary win conditions

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

Rascals Fireball Zappies
Fireball Miner
Zappies Ice Spirit Rascals Goblin Giant
Rascals Fireball Zappies Goblin Giant
Rascals Zappies Goblin Giant
Fireball Ice Spirit Rascals Zappies Goblin Giant
Rascals Fireball Zappies Goblin Giant
Rascals Zappies Goblin Giant
Ice Spirit Fireball Zappies
Zappies Goblin Giant
Rascals Zappies
Fireball Goblin Giant
Rascals Fireball Zappies Goblin Giant
Rascals Fireball Zappies
Rascals Zappies Ice Spirit Fireball Goblin Giant
Rascals Earthquake Fireball Zappies

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.)

Earthquake Fireball Rascals
Fireball Miner
Earthquake Fireball Goblin Giant Miner
Earthquake Rascals Fireball
Fireball Earthquake
Fireball Ice Spirit Goblin Giant
Earthquake
Earthquake Fireball Ice Spirit
Fireball Miner
Fireball
Miner Earthquake Fireball
Fireball
Earthquake Fireball Miner
Earthquake Fireball
Earthquake Fireball
Earthquake Fireball
Earthquake Fireball
Earthquake Fireball
Earthquake Fireball
Earthquake Fireball Miner
Earthquake Fireball
Fireball
Earthquake Fireball
Earthquake Ice Spirit Fireball
Fireball Miner Earthquake
Fireball Miner
Fireball Miner
Fireball
Ice Spirit Fireball Zappies
Fireball
Earthquake Fireball Miner
Ice Spirit Fireball Zappies
Earthquake Fireball
Earthquake Ice Spirit Fireball Zappies
Fireball Zappies
Fireball
Fireball Miner Rascals
Earthquake Fireball
Fireball
Ice Spirit Rascals Fireball Zappies
Fireball Zappies
Fireball Goblin Giant Miner

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: