My Best Clash Royale Deck

Deck Check Rating

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

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.

Spear Goblins

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Spear Goblins

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Zap Arrows Fireball

Punishments

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

Mortar 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 Spear Goblins Mortar Hog Rider

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

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows Mortar Fireball

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 Spear Goblins 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.

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Goblins Spear Goblins Zap Arrows Mortar Fireball Hog Rider

Shortest cycle

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

7 Ice Spirit Goblins Spear Goblins Zap

Attack Synergies 10 10

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 Hog Rider Goblins Spear Goblins Mortar
Goblins
Hog Rider Ice Spirit Zap
Spear Goblins
Hog Rider Ice Spirit Zap Mortar
Zap
Ice Spirit Arrows Fireball Hog Rider Goblins Spear Goblins Mortar
Arrows
Zap Fireball Hog Rider Mortar
Mortar
Ice Spirit Spear Goblins Zap Arrows Fireball Hog Rider
Fireball
Zap Arrows Hog Rider Mortar
Hog Rider
Ice Spirit Goblins Spear Goblins Zap Arrows Fireball Mortar

Defense Synergies 2 14

Ice Spirit
Zap Goblins Spear Goblins Mortar Fireball
Goblins
Ice Spirit Zap Mortar
Spear Goblins
Ice Spirit Zap Arrows Mortar
Zap
Ice Spirit Fireball Goblins Spear Goblins Arrows Mortar
Arrows
Spear Goblins Zap Mortar Fireball
Mortar
Ice Spirit Goblins Spear Goblins Zap Arrows Fireball
Fireball
Zap Ice Spirit Arrows Mortar
Hog Rider

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.

Spear Goblins Zap Mortar Fireball
Ice Spirit Goblins Zap Mortar
Mortar Goblins
Goblins Mortar
Arrows Fireball
Arrows Fireball Goblins Spear Goblins Zap
Ice Spirit Spear Goblins Zap Arrows Mortar Fireball
Zap Arrows Fireball
Goblins Mortar
Ice Spirit Goblins Spear Goblins
Goblins Spear Goblins Zap Arrows Fireball
Arrows Spear Goblins Zap Fireball
Mortar Ice Spirit Zap Fireball
Fireball Ice Spirit Goblins Zap Arrows Mortar
Mortar
Ice Spirit Zap Mortar Fireball
Goblins Arrows Mortar Fireball
Ice Spirit Arrows Mortar Fireball Goblins Spear Goblins Zap
Zap Arrows Mortar Ice Spirit Spear Goblins Fireball
Mortar
Goblins Spear Goblins Arrows Fireball

Counters to secondary win conditions

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

Goblins Spear Goblins Zap Fireball
Fireball Zap Arrows Mortar
Ice Spirit Goblins Spear Goblins Zap
Zap Fireball
Arrows Fireball Ice Spirit Zap
Goblins Spear Goblins Fireball
Zap Ice Spirit Goblins Spear Goblins Mortar Fireball
Zap Arrows Fireball
Fireball
Fireball
Ice Spirit Goblins Spear Goblins Zap Mortar Fireball
Arrows Zap Fireball

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 Arrows Mortar
Arrows Mortar Fireball Zap
Arrows Fireball
Arrows Fireball
Fireball Zap Arrows Mortar
Arrows Fireball Ice Spirit Spear Goblins Zap
Arrows Mortar
Arrows Fireball Ice Spirit Zap
Arrows Fireball Zap Mortar
Goblins Fireball
Zap Arrows Mortar Fireball
Fireball Zap Arrows
Mortar Fireball
Arrows Mortar Fireball
Zap Arrows Mortar Fireball
Spear Goblins Zap Arrows Mortar Fireball
Arrows Mortar Fireball
Arrows Mortar Fireball
Zap Arrows Mortar Fireball
Zap Arrows Mortar Fireball
Fireball
Arrows Fireball
Zap Arrows Mortar Fireball
Zap Arrows Ice Spirit Mortar Fireball
Arrows Mortar Fireball Zap
Fireball Zap Arrows Mortar
Fireball Zap Arrows Mortar
Zap Arrows Fireball
Zap Ice Spirit Fireball
Fireball
Zap Arrows Mortar Fireball
Zap Ice Spirit Arrows Fireball
Arrows Fireball
Zap Ice Spirit Spear Goblins Fireball
Fireball Zap Arrows
Arrows Fireball
Fireball
Arrows Zap Mortar Fireball
Zap Arrows Fireball
Zap Ice Spirit Fireball
Zap Fireball
Zap Mortar Fireball

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