My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

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.

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 Magic Archer

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Fireball Tornado

Punishments

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

Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Ice Spirit Goblins Knight Hog Rider 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.

Hog Rider 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
Hog Rider
Giant Snowball
Goblins Hog Rider
Zap
Goblins
Barbarian Barrel
Ice Spirit Goblins Knight Magic Archer
The Log
Ice Spirit Goblins Hog Rider
Earthquake
Hog Rider
Arrows
Ice Spirit Goblins
Royal Delivery
Ice Spirit Goblins Knight Hog Rider Magic Archer
Fireball
Hog Rider Magic Archer
Poison
Magic Archer
Lightning
Knight Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Tornado 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 Tornado

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.

Fireball

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 Goblins Fireball

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Goblins Zap Knight Tornado Fireball Hog Rider Magic Archer

Shortest cycle

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

8 Ice Spirit Goblins Zap Knight

Attack Synergies 11 9

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 Hog Rider Goblins
Goblins
Hog Rider Ice Spirit Zap
Zap
Ice Spirit Fireball Hog Rider Tornado Goblins Knight Magic Archer
Knight
Ice Spirit Hog Rider Zap Fireball Magic Archer
Fireball
Zap Hog Rider Tornado Knight Magic Archer
Hog Rider
Ice Spirit Goblins Zap Knight Fireball Tornado Magic Archer
Tornado
Zap Fireball Magic Archer Hog Rider
Magic Archer
Tornado Zap Knight Fireball Hog Rider

Defense Synergies 5 13

Ice Spirit
Zap Goblins Knight Fireball Tornado Magic Archer
Goblins
Ice Spirit Zap Knight Magic Archer
Zap
Ice Spirit Fireball Goblins Knight Tornado Magic Archer
Knight
Magic Archer Ice Spirit Goblins Zap Fireball Tornado
Fireball
Zap Tornado Ice Spirit Knight
Hog Rider
Tornado
Fireball Magic Archer Ice Spirit Zap Knight
Magic Archer
Knight Tornado Ice Spirit Goblins Zap

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 Fireball Magic Archer
Ice Spirit Goblins Zap Knight
Tornado Goblins Knight
Goblins Knight
Fireball Tornado
Fireball Tornado Goblins Zap Magic Archer
Tornado Ice Spirit Zap Fireball Magic Archer
Zap Fireball Magic Archer
Goblins Tornado
Knight Tornado Ice Spirit Goblins
Goblins Zap Knight Fireball Tornado Magic Archer
Zap Fireball Tornado Magic Archer
Ice Spirit Zap Knight Fireball
Fireball Ice Spirit Goblins Zap Tornado Magic Archer
Knight
Tornado Ice Spirit Zap Fireball
Goblins Knight Fireball Tornado
Ice Spirit Fireball Goblins Zap Knight Tornado Magic Archer
Zap Tornado Ice Spirit Knight Fireball Magic Archer
Tornado
Goblins Knight Fireball

Counters to secondary win conditions

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

Knight Goblins Zap Fireball
Fireball Zap Knight Magic Archer
Ice Spirit Goblins Zap Knight
Zap Knight Fireball Tornado
Knight
Fireball Ice Spirit Zap Tornado Magic Archer
Goblins Knight Fireball
Knight
Zap Ice Spirit Goblins Knight Fireball Tornado Magic Archer
Knight
Zap Fireball Tornado
Knight Fireball
Fireball Magic Archer
Ice Spirit Goblins Zap Knight Fireball Tornado Magic Archer
Zap Fireball 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.)

Fireball Magic Archer Knight
Fireball Zap Tornado Magic Archer
Fireball Magic Archer
Knight Fireball
Fireball Zap Magic Archer
Fireball Ice Spirit Zap Tornado Magic Archer
Tornado Magic Archer
Fireball Ice Spirit Zap Tornado Magic Archer
Fireball Zap Tornado
Goblins Fireball Tornado
Zap Knight Fireball Tornado Magic Archer
Fireball Zap Tornado Magic Archer
Knight Fireball Magic Archer
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Magic Archer Fireball
Fireball Tornado
Zap Fireball Magic Archer
Zap Fireball Tornado Magic Archer
Fireball Magic Archer
Fireball Tornado
Tornado
Zap Fireball
Zap Tornado Ice Spirit Fireball Magic Archer
Fireball Zap Tornado Magic Archer
Fireball Zap Tornado Magic Archer
Fireball Zap Tornado Magic Archer
Zap Fireball Tornado Magic Archer
Zap Ice Spirit Fireball
Fireball
Zap Fireball Magic Archer
Zap Ice Spirit Fireball Magic Archer
Fireball Magic Archer
Zap Ice Spirit Fireball Magic Archer
Fireball Zap Tornado Magic Archer
Fireball
Fireball Knight Magic Archer
Zap Fireball Magic Archer
Zap Fireball Tornado
Zap Ice Spirit Fireball Tornado Magic Archer
Zap Fireball Tornado Magic Archer
Zap Fireball Tornado Magic Archer

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