My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Electro 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.

Ice Spirit Knight Electro Dragon Ice Wizard Royal Ghost Lava Hound

Offensive cards

Win conditions

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

Royal Hogs Lava Hound

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 Hogs Royal Ghost

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 Hogs Royal Ghost Lava Hound

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.

Royal Hogs Electro Dragon Royal Ghost

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 Hogs Lava Hound
Giant Snowball
Royal Hogs Electro Dragon Lava Hound
Zap
Royal Hogs Lava Hound
Barbarian Barrel
Ice Spirit Knight Royal Hogs Ice Wizard Royal Ghost
The Log
Ice Spirit Royal Hogs
Earthquake
Royal Hogs
Arrows
Ice Spirit Royal Hogs Lava Hound
Royal Delivery
Ice Spirit Knight Royal Hogs Electro Dragon Ice Wizard Royal Ghost Lava Hound
Fireball
Royal Hogs Electro Dragon Ice Wizard Lava Hound
Poison
Royal Hogs Electro Dragon Ice Wizard Lava Hound
Lightning
Knight Electro Dragon Ice Wizard
Rocket
Royal Hogs Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Earthquake Electro Dragon Ice Wizard Royal Ghost

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 Ice Wizard Royal Ghost

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 Ice Wizard Lava Hound

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 Knight Earthquake Ice Wizard Royal Ghost Royal Hogs Electro Dragon Lava Hound

Shortest cycle

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

10 Ice Spirit Knight Earthquake Ice Wizard

Attack Synergies 4 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
Knight Royal Hogs Royal Ghost
Knight
Ice Spirit Earthquake Royal Hogs Electro Dragon Ice Wizard
Earthquake
Royal Hogs Knight Lava Hound
Royal Hogs
Ice Spirit Earthquake Knight
Electro Dragon
Lava Hound Knight Ice Wizard
Ice Wizard
Knight Electro Dragon
Royal Ghost
Ice Spirit
Lava Hound
Electro Dragon Earthquake

Defense Synergies 2 8

Ice Spirit
Knight Earthquake Electro Dragon Ice Wizard Royal Ghost
Knight
Electro Dragon Ice Wizard Ice Spirit Earthquake
Earthquake
Ice Spirit Knight Ice Wizard
Royal Hogs
Electro Dragon
Knight Ice Spirit Ice Wizard
Ice Wizard
Knight Ice Spirit Earthquake Electro Dragon
Royal Ghost
Ice Spirit
Lava Hound

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 Electro Dragon
Ice Spirit Knight Electro Dragon Ice Wizard
Knight Electro Dragon Ice Wizard
Knight Electro Dragon Ice Wizard
Earthquake
Earthquake Electro Dragon Ice Wizard Royal Ghost
Ice Spirit Electro Dragon Ice Wizard
Earthquake Electro Dragon
Ice Wizard
Knight Ice Spirit Ice Wizard Royal Ghost
Ice Wizard Knight Earthquake Electro Dragon Royal Ghost
Electro Dragon Ice Wizard
Ice Spirit Knight Earthquake Electro Dragon Ice Wizard
Ice Spirit Earthquake Electro Dragon Royal Ghost
Knight
Ice Spirit
Knight Electro Dragon
Ice Spirit Knight Electro Dragon Ice Wizard Royal Ghost
Earthquake Ice Spirit Knight Electro Dragon Ice Wizard Royal Ghost
Royal Ghost Knight Earthquake Electro Dragon

Counters to secondary win conditions

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

Knight Royal Ghost
Knight Electro Dragon Royal Ghost
Ice Spirit Knight Electro Dragon
Knight
Knight
Ice Spirit Electro Dragon Ice Wizard
Knight Ice Wizard
Knight
Electro Dragon Ice Spirit Knight
Knight Electro Dragon
Knight
Electro Dragon
Electro Dragon Ice Spirit Knight
Earthquake Electro Dragon Ice Wizard Royal Ghost

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 Knight Electro Dragon Royal Ghost
Electro Dragon Ice Wizard Royal Ghost
Earthquake Electro Dragon
Earthquake Knight
Earthquake
Ice Spirit Electro Dragon Ice Wizard
Earthquake
Earthquake Ice Spirit Electro Dragon Ice Wizard
Electro Dragon
Electro Dragon
Knight Earthquake Electro Dragon
Electro Dragon
Earthquake Knight
Earthquake Electro Dragon
Earthquake
Earthquake Electro Dragon
Earthquake Electro Dragon
Earthquake
Earthquake Electro Dragon
Earthquake Electro Dragon
Earthquake
Earthquake Electro Dragon
Earthquake Ice Spirit Electro Dragon Ice Wizard
Earthquake Electro Dragon Ice Wizard Royal Ghost
Electro Dragon
Electro Dragon Ice Wizard
Electro Dragon Ice Spirit
Earthquake Electro Dragon
Ice Spirit Electro Dragon
Earthquake
Earthquake Ice Spirit Electro Dragon
Electro Dragon Ice Wizard
Knight Electro Dragon
Earthquake Electro Dragon
Electro Dragon
Electro Dragon Ice Spirit
Electro Dragon
Electro Dragon Royal Ghost

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