My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Good
Versatility
Good
F2P score
Good

2 problems 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

Magic Archer

Defensive buildings

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

Cannon

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 Knight Royal Giant Magic Archer

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

Damage spells

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

Earthquake

Punishments

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

Royal Giant Wall Breakers

Pump responses

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

Earthquake

Dropped at the bridge

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

Ice Spirit Knight Royal 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
Royal Giant Wall Breakers Guards
Giant Snowball
Cannon Wall Breakers Guards
Zap
Cannon Royal Giant Wall Breakers Guards
Barbarian Barrel
Ice Spirit Knight Cannon Wall Breakers Guards Magic Archer
The Log
Ice Spirit Cannon Royal Giant Wall Breakers Guards
Earthquake
Cannon Guards
Arrows
Ice Spirit Wall Breakers Guards
Royal Delivery
Ice Spirit Knight Wall Breakers Guards Magic Archer
Fireball
Cannon Wall Breakers Magic Archer
Poison
Cannon Guards Magic Archer
Lightning
Knight Cannon Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Earthquake 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 Spirit Knight Guards

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.

Royal Giant

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Wall Breakers Knight Cannon Earthquake Guards Magic Archer Royal Giant

Shortest cycle

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

9 Ice Spirit Wall Breakers Knight Cannon

Attack Synergies 4 8

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
Knight Royal Giant Royal Giant Wall Breakers Guards
Knight
Ice Spirit Wall Breakers Earthquake Magic Archer
Cannon
Royal Giant
Ice Spirit Earthquake Ice Spirit Guards Magic Archer
Earthquake
Royal Giant Knight Wall Breakers
Wall Breakers
Knight Ice Spirit Earthquake
Guards
Ice Spirit Royal Giant
Magic Archer
Knight Royal Giant

Defense Synergies 2 10

Ice Spirit
Knight Cannon Earthquake Guards Magic Archer
Knight
Cannon Magic Archer Ice Spirit Earthquake
Cannon
Knight Ice Spirit Earthquake Guards Magic Archer
Royal Giant
Earthquake
Ice Spirit Knight Cannon
Wall Breakers
Guards
Ice Spirit Cannon Magic Archer
Magic Archer
Knight Ice Spirit Cannon 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.

Earthquake Knight Cannon Magic Archer
Ice Spirit Knight Cannon
Cannon Knight
Cannon Knight Guards
Earthquake
Cannon Earthquake Guards Magic Archer
Ice Spirit Cannon Magic Archer
Earthquake Cannon Magic Archer
Cannon
Knight Guards Ice Spirit Cannon
Guards Knight Cannon Earthquake Magic Archer
Magic Archer
Cannon Ice Spirit Knight Earthquake Guards
Ice Spirit Cannon Earthquake Guards Magic Archer
Knight Cannon
Ice Spirit Cannon
Knight Cannon
Ice Spirit Cannon Knight Guards Magic Archer
Earthquake Ice Spirit Knight Cannon Guards Magic Archer
Cannon
Knight Cannon Earthquake Guards

Counters to secondary win conditions

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

Knight Guards
Knight Magic Archer
Guards Ice Spirit Knight
Guards Knight
Knight Cannon Guards
Ice Spirit Magic Archer
Guards Knight
Knight
Ice Spirit Knight Magic Archer
Cannon Guards
Knight Guards
Guards
Knight Cannon Guards
Cannon Magic Archer
Guards Ice Spirit Knight Magic Archer
Cannon Earthquake 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.)

Earthquake Magic Archer Knight Guards
Magic Archer
Earthquake Magic Archer
Earthquake Knight Guards
Earthquake Magic Archer
Ice Spirit Magic Archer
Earthquake Magic Archer
Earthquake Ice Spirit Magic Archer
Guards
Knight Earthquake Magic Archer
Magic Archer
Earthquake Knight Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake
Earthquake Ice Spirit Magic Archer
Earthquake Magic Archer
Magic Archer
Magic Archer
Magic Archer
Ice Spirit Guards
Earthquake Magic Archer
Ice Spirit Magic Archer
Earthquake Magic Archer
Earthquake Ice Spirit Guards Magic Archer
Magic Archer
Knight Magic Archer
Earthquake Magic Archer
Ice Spirit Guards Magic Archer
Magic Archer
Magic Archer

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