My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Good
Versatility
Good
F2P score
Godly!

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 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.

Archers Goblin Gang

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 Archers Royal Giant Lumberjack

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.

Zap Arrows

Punishments

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

Goblin Gang Royal Giant Wall Breakers Lumberjack

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 Goblin Gang Royal Giant Wall Breakers Lumberjack

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.

Lumberjack

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
Archers Goblin Gang Royal Giant Wall Breakers
Giant Snowball
Archers Goblin Gang Wall Breakers Lumberjack
Zap
Archers Goblin Gang Royal Giant Wall Breakers
Barbarian Barrel
Ice Spirit Archers Goblin Gang Wall Breakers Lumberjack
The Log
Ice Spirit Archers Goblin Gang Royal Giant Wall Breakers Lumberjack
Earthquake
Archers Goblin Gang
Arrows
Ice Spirit Archers Goblin Gang Wall Breakers
Royal Delivery
Ice Spirit Archers Goblin Gang Wall Breakers Lumberjack
Fireball
Archers Goblin Gang Wall Breakers Lumberjack
Poison
Archers Goblin Gang
Lightning
Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows

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 Arrows

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 Goblin Gang

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Wall Breakers Archers Arrows Goblin Gang Lumberjack Royal Giant

Shortest cycle

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

8 Ice Spirit Zap Wall Breakers Archers

Attack Synergies 4 16

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 Royal Giant Archers Royal Giant Wall Breakers Lumberjack
Zap
Ice Spirit Arrows Archers Royal Giant Wall Breakers Lumberjack
Archers
Ice Spirit Zap Arrows Royal Giant Wall Breakers Lumberjack
Arrows
Zap Royal Giant Archers Wall Breakers Lumberjack
Goblin Gang
Royal Giant
Royal Giant
Ice Spirit Arrows Ice Spirit Zap Archers Goblin Gang Lumberjack
Wall Breakers
Ice Spirit Zap Archers Arrows
Lumberjack
Ice Spirit Zap Archers Arrows Royal Giant

Defense Synergies 2 10

Ice Spirit
Zap Goblin Gang Archers Lumberjack
Zap
Ice Spirit Archers Arrows Goblin Gang Lumberjack
Archers
Ice Spirit Zap Goblin Gang Lumberjack
Arrows
Zap Lumberjack
Goblin Gang
Ice Spirit Zap Archers Lumberjack
Royal Giant
Wall Breakers
Lumberjack
Ice Spirit Zap Archers Arrows Goblin Gang

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.

Zap
Lumberjack Ice Spirit Zap Goblin Gang
Goblin Gang Lumberjack Archers
Lumberjack Goblin Gang
Arrows Lumberjack
Arrows Goblin Gang Zap Archers Lumberjack
Ice Spirit Zap Archers Arrows Goblin Gang
Zap Arrows
Goblin Gang Lumberjack
Goblin Gang Ice Spirit Archers Lumberjack
Archers Goblin Gang Zap Arrows Lumberjack
Arrows Zap Archers Goblin Gang
Lumberjack Ice Spirit Zap Goblin Gang
Ice Spirit Zap Arrows Goblin Gang Lumberjack
Goblin Gang Lumberjack
Ice Spirit Zap Goblin Gang Lumberjack
Arrows Goblin Gang Lumberjack
Ice Spirit Arrows Zap Archers Goblin Gang Lumberjack
Zap Arrows Ice Spirit Archers Lumberjack
Lumberjack
Goblin Gang Archers Arrows Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Zap Archers
Zap Archers Arrows Goblin Gang Lumberjack
Goblin Gang Lumberjack Ice Spirit Zap
Goblin Gang Lumberjack Zap
Goblin Gang Lumberjack
Arrows Ice Spirit Zap Archers Goblin Gang
Goblin Gang Archers Lumberjack
Lumberjack
Zap Ice Spirit
Goblin Gang
Lumberjack
Zap Arrows
Goblin Gang Lumberjack
Archers
Goblin Gang Ice Spirit Zap Archers Lumberjack
Arrows Zap Archers

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.)

Arrows
Arrows Zap
Arrows
Arrows
Zap Arrows
Arrows Ice Spirit Zap
Archers Arrows
Arrows Ice Spirit Zap
Arrows Zap
Goblin Gang Lumberjack
Zap Arrows
Zap Archers Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Zap Archers Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Ice Spirit
Arrows Zap
Zap Arrows
Zap Arrows
Zap Archers Arrows
Zap Ice Spirit
Zap Arrows
Zap Ice Spirit Arrows
Arrows
Zap Ice Spirit Archers Goblin Gang
Zap Archers Arrows
Arrows
Goblin Gang Lumberjack
Arrows Zap
Zap Arrows
Zap Ice Spirit Goblin Gang
Zap
Zap

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