My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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 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.

Mega Minion Goblin Hut Ice Wizard

Defensive buildings

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

Cannon Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Giant Mega Minion Goblin Hut Ice Wizard

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

Pump responses

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

Missing

Dropped at the bridge

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

Barbarians Royal Giant

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 Giant
Giant Snowball
Cannon Barbarians Mega Minion Goblin Hut
Zap
Cannon Royal Giant Goblin Hut
Barbarian Barrel
Cannon Barbarians Goblin Hut Ice Wizard
The Log
Cannon Barbarians Royal Giant Goblin Hut
Earthquake
Cannon Barbarians Goblin Hut
Arrows
Goblin Hut
Royal Delivery
Barbarians Mega Minion Goblin Hut Ice Wizard
Fireball
Cannon Barbarians Mega Minion Goblin Hut Ice Wizard
Poison
Cannon Barbarians Mega Minion Goblin Hut Ice Wizard
Lightning
Cannon Mega Minion Goblin Hut Ice Wizard
Rocket
Barbarians Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Mega Minion 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.

Royal Giant

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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Cannon Mega Minion Ice Wizard Barbarians Goblin Hut Royal Giant

Shortest cycle

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

11 The Log Arrows Cannon Mega Minion

Attack Synergies 2 6

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.

Arrows
Royal Giant Mega Minion
Cannon
Barbarians
Royal Giant
Arrows Ice Wizard Mega Minion Goblin Hut The Log
Mega Minion
Arrows Royal Giant
Goblin Hut
Royal Giant The Log Ice Wizard
The Log
Royal Giant Goblin Hut
Ice Wizard
Royal Giant Goblin Hut

Defense Synergies 1 12

Arrows
Cannon Barbarians Mega Minion Goblin Hut Ice Wizard
Cannon
The Log Arrows Mega Minion Ice Wizard
Barbarians
Arrows
Royal Giant
Mega Minion
Arrows Cannon Goblin Hut The Log Ice Wizard
Goblin Hut
Arrows Mega Minion Ice Wizard
The Log
Cannon Mega Minion Ice Wizard
Ice Wizard
Arrows Cannon Mega Minion Goblin Hut 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.

Cannon Mega Minion Goblin Hut The Log
Barbarians Cannon Mega Minion Goblin Hut The Log Ice Wizard
Cannon Barbarians Goblin Hut Mega Minion Ice Wizard
Cannon Barbarians Goblin Hut Mega Minion Ice Wizard
Arrows Barbarians The Log
Arrows The Log Cannon Mega Minion Ice Wizard
Mega Minion Arrows Cannon Goblin Hut Ice Wizard
Arrows Cannon Barbarians The Log
Cannon Barbarians Goblin Hut Ice Wizard
Cannon Barbarians Ice Wizard
Barbarians Ice Wizard Arrows Cannon Mega Minion Goblin Hut The Log
Arrows Mega Minion Goblin Hut Ice Wizard
Cannon Barbarians Goblin Hut The Log Ice Wizard
Arrows Cannon Barbarians Mega Minion Goblin Hut The Log
Barbarians Cannon Goblin Hut
Barbarians Cannon Goblin Hut The Log
Barbarians Arrows Cannon Goblin Hut
Arrows Cannon Barbarians Mega Minion Goblin Hut The Log Ice Wizard
Arrows The Log Cannon Barbarians Mega Minion Goblin Hut Ice Wizard
Barbarians Cannon Goblin Hut
Arrows Cannon Barbarians The Log

Counters to secondary win conditions

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

Barbarians Goblin Hut
Arrows Mega Minion The Log
Barbarians Goblin Hut The Log
Barbarians The Log
Barbarians Cannon Goblin Hut
Arrows Goblin Hut Ice Wizard
Barbarians Mega Minion Goblin Hut Ice Wizard
Barbarians
Barbarians Mega Minion Goblin Hut The Log
Cannon Barbarians Mega Minion Goblin Hut
Barbarians Mega Minion Goblin Hut
Arrows Barbarians The Log
Barbarians Cannon
Cannon Barbarians
Barbarians Goblin Hut Mega Minion The Log
Arrows Cannon Barbarians Mega Minion Goblin Hut 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 The Log
Arrows The Log Ice Wizard
Arrows Goblin Hut The Log
Arrows Barbarians The Log
Arrows The Log
Arrows Mega Minion Ice Wizard
Arrows The Log
Arrows The Log Ice Wizard
Arrows The Log
Arrows The Log
Arrows
Goblin Hut The Log
Arrows
Arrows Goblin Hut The Log
Arrows Goblin Hut The Log
Arrows Goblin Hut The Log
Arrows
Arrows Mega Minion The Log
Arrows The Log
The Log
Arrows
The Log
Arrows Barbarians The Log
Arrows The Log Ice Wizard
Mega Minion
Arrows The Log Ice Wizard
Arrows The Log
Arrows The Log
Arrows Ice Wizard
Mega Minion Goblin Hut
Mega Minion
Arrows The Log
Arrows
Arrows The Log
Barbarians Goblin Hut
Arrows Mega Minion Ice Wizard
Arrows The Log
Mega Minion
Arrows The Log
Arrows
Mega Minion
The Log
The Log

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