My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
RIP
F2P score
Bad

3 problems 2 warnings 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 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!
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!
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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Electro Wizard

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 Knight Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Freeze The Log

Punishments

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

Goblin Barrel

Pump responses

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

Goblin Barrel

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

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.

Goblin Barrel Electro Wizard

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
Goblin Barrel Clone
Giant Snowball
Goblin Barrel Clone
Zap
Goblin Barrel Clone
Barbarian Barrel
Ice Spirit Knight Goblin Barrel Clone Electro Wizard
The Log
Ice Spirit Goblin Barrel Clone
Earthquake
Goblin Barrel Clone
Arrows
Ice Spirit Goblin Barrel Clone
Royal Delivery
Ice Spirit Knight Goblin Barrel Clone Electro Wizard
Fireball
Goblin Barrel Clone Electro Wizard
Poison
Clone Electro Wizard
Lightning
Knight Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Freeze 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 Knight Clone Freeze

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.

Goblin Barrel

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 Barrel Electro Wizard

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 Spirit Zap The Log Knight Goblin Barrel Clone Freeze Electro Wizard

Shortest cycle

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

8 Ice Spirit Zap The Log Knight

Attack Synergies 5 7

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 Knight Goblin Barrel
Zap
Ice Spirit Electro Wizard Knight Freeze The Log
Knight
Ice Spirit Goblin Barrel Zap The Log Electro Wizard
Goblin Barrel
Ice Spirit Knight Clone
Clone
Goblin Barrel Electro Wizard
Freeze
Zap
The Log
Zap Knight
Electro Wizard
Zap Knight Clone

Defense Synergies 3 8

Ice Spirit
Zap Knight The Log Electro Wizard
Zap
Ice Spirit Electro Wizard Knight The Log
Knight
Electro Wizard Ice Spirit Zap The Log
Goblin Barrel
Clone
Freeze
Electro Wizard
The Log
Ice Spirit Zap Knight Electro Wizard
Electro Wizard
Zap Knight Ice Spirit Freeze The Log

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 Knight The Log Electro Wizard
Ice Spirit Zap Knight The Log Electro Wizard
Knight Freeze Electro Wizard
Knight Electro Wizard
The Log
Freeze The Log Zap Electro Wizard
Electro Wizard Ice Spirit Zap Freeze
Zap The Log Electro Wizard
Knight Ice Spirit Electro Wizard
Electro Wizard Zap Knight Freeze The Log
Zap Electro Wizard
Ice Spirit Zap Knight Freeze The Log Electro Wizard
Ice Spirit Zap Freeze The Log Electro Wizard
Knight Electro Wizard
Ice Spirit Zap Freeze The Log Electro Wizard
Knight Electro Wizard
Ice Spirit Zap Knight The Log Electro Wizard
Zap Freeze The Log Ice Spirit Knight Electro Wizard
Electro Wizard
Knight The Log Electro Wizard

Counters to secondary win conditions

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

Knight Zap Electro Wizard
Electro Wizard Zap Knight The Log
Ice Spirit Zap Knight The Log Electro Wizard
Zap Knight The Log Electro Wizard
Knight
Ice Spirit Zap Freeze Electro Wizard
Knight Electro Wizard
Knight
Zap Freeze Electro Wizard Ice Spirit Knight The Log
Knight
Zap The Log Electro Wizard
Knight
Electro Wizard Ice Spirit Zap Knight Freeze The Log
Zap Freeze The Log Electro Wizard

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.)

Knight Freeze The Log
Zap The Log Electro Wizard
The Log
Knight Freeze The Log
Zap The Log
Ice Spirit Zap Freeze
The Log
The Log Ice Spirit Zap Freeze
The Log Zap
Electro Wizard
Zap Knight The Log Electro Wizard
Zap
Knight The Log
Freeze
Zap The Log
Zap The Log
The Log
Freeze
Zap The Log Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap Freeze The Log Ice Spirit
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Zap Electro Wizard
Zap Electro Wizard Ice Spirit Freeze
Zap The Log
Zap Ice Spirit Freeze Electro Wizard
The Log
Zap Electro Wizard Ice Spirit Freeze
Zap Electro Wizard
Freeze
The Log
Knight Electro Wizard
The Log Zap
Zap
Zap Ice Spirit Freeze The Log Electro Wizard
Zap Electro Wizard
Zap Freeze The Log Electro Wizard

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