My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Good
Versatility
Good
F2P score
Mediocre

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 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Baby Dragon Ice 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.

Archers Giant Baby Dragon Ice Wizard

Offensive cards

Win conditions

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

Giant Goblin Barrel

Damage spells

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

Arrows The Log

Punishments

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

Elite Barbarians Giant 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.

Elite Barbarians Giant Baby Dragon

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.

Elite Barbarians Goblin Barrel

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 Elite Barbarians Giant Goblin Barrel
Giant Snowball
Archers Goblin Barrel Baby Dragon
Zap
Archers Goblin Barrel
Barbarian Barrel
Archers Elite Barbarians Goblin Barrel Ice Wizard
The Log
Archers Elite Barbarians Goblin Barrel
Earthquake
Archers Goblin Barrel
Arrows
Archers Goblin Barrel
Royal Delivery
Archers Elite Barbarians Goblin Barrel Baby Dragon Ice Wizard
Fireball
Archers Elite Barbarians Goblin Barrel Baby Dragon Ice Wizard
Poison
Archers Ice Wizard
Lightning
Elite Barbarians Baby Dragon Ice Wizard
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon The Log Ice Wizard

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.

Arrows Baby Dragon Ice Wizard

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.

Elite Barbarians 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.

Goblin Barrel Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Arrows Goblin Barrel Ice Wizard Baby Dragon Giant Elite Barbarians

Shortest cycle

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

11 The Log Archers Arrows Goblin Barrel

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.

Archers
Arrows Elite Barbarians Giant Baby Dragon
Arrows
Elite Barbarians Giant Archers Goblin Barrel
Elite Barbarians
Arrows Archers The Log
Giant
Arrows Goblin Barrel Archers Baby Dragon The Log Ice Wizard
Goblin Barrel
Giant Arrows Baby Dragon Ice Wizard
Baby Dragon
Archers Giant Goblin Barrel Ice Wizard
The Log
Elite Barbarians Giant
Ice Wizard
Giant Goblin Barrel Baby Dragon

Defense Synergies 1 7

Archers
Baby Dragon The Log Ice Wizard
Arrows
Ice Wizard
Elite Barbarians
The Log
Giant
Goblin Barrel
Baby Dragon
Ice Wizard Archers The Log
The Log
Archers Elite Barbarians Baby Dragon Ice Wizard
Ice Wizard
Baby Dragon Archers Arrows 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.

Baby Dragon The Log
Elite Barbarians The Log Ice Wizard
Archers Elite Barbarians Ice Wizard
Elite Barbarians Ice Wizard
Arrows Elite Barbarians The Log
Arrows The Log Archers Baby Dragon Ice Wizard
Archers Arrows Baby Dragon Ice Wizard
Arrows Baby Dragon The Log
Elite Barbarians Ice Wizard
Elite Barbarians Archers Ice Wizard
Archers Ice Wizard Arrows Baby Dragon The Log
Arrows Archers Baby Dragon Ice Wizard
Elite Barbarians The Log Ice Wizard
Arrows Baby Dragon The Log
Elite Barbarians
Elite Barbarians The Log
Arrows Elite Barbarians
Arrows Archers Elite Barbarians Baby Dragon The Log Ice Wizard
Arrows Baby Dragon The Log Archers Ice Wizard
Elite Barbarians
Archers Arrows Elite Barbarians Baby Dragon The Log

Counters to secondary win conditions

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

Archers Elite Barbarians
Archers Arrows Elite Barbarians Baby Dragon The Log
Elite Barbarians The Log
Elite Barbarians The Log
Elite Barbarians
Arrows Archers Baby Dragon Ice Wizard
Archers Elite Barbarians Ice Wizard
Elite Barbarians
Elite Barbarians Baby Dragon The Log
Elite Barbarians
Arrows Elite Barbarians The Log
Elite Barbarians
Archers Baby Dragon
Elite Barbarians Archers Baby Dragon The Log
Arrows Archers Elite Barbarians Baby Dragon The Log Ice 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.)

Arrows Baby Dragon The Log
Arrows Baby Dragon The Log Ice Wizard
Arrows Baby Dragon The Log
Arrows The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon Ice Wizard
Archers Arrows Baby Dragon The Log
Arrows The Log Baby Dragon Ice Wizard
Arrows The Log
Elite Barbarians
Arrows The Log
Archers Arrows Baby Dragon
Elite Barbarians Baby Dragon The Log
Arrows Baby Dragon
Arrows Elite Barbarians Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows
Archers Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Baby Dragon The Log
Arrows
The Log
Arrows Baby Dragon The Log
Arrows The Log Baby Dragon Ice Wizard
Arrows The Log Baby Dragon Ice Wizard
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Elite Barbarians Archers Arrows Baby Dragon Ice Wizard
Elite Barbarians
Arrows The Log
Arrows
Arrows The Log
Archers
Archers Arrows Baby Dragon Ice Wizard
Arrows The Log
Baby Dragon
Arrows The Log Baby Dragon
Arrows
Elite Barbarians
Elite Barbarians Baby Dragon The Log
Baby Dragon The Log

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