My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
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.

Ice Golem Flying Machine

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 Golem Battle Ram Flying Machine Giant Giant Skeleton

Offensive cards

Win conditions

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

Battle Ram Giant

Damage spells

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

Arrows

Punishments

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

Battle Ram 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.

Heal Spirit Ice Golem Battle Ram Flying Machine Giant Giant Skeleton

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.

Giant Skeleton

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
Battle Ram Giant Guards Giant Skeleton
Giant Snowball
Battle Ram Flying Machine Guards
Zap
Battle Ram Flying Machine Guards
Barbarian Barrel
Heal Spirit Battle Ram Guards Giant Skeleton
The Log
Heal Spirit Battle Ram Guards Giant Skeleton
Earthquake
Guards
Arrows
Heal Spirit Flying Machine Guards
Royal Delivery
Heal Spirit Battle Ram Flying Machine Guards Giant Skeleton
Fireball
Battle Ram Flying Machine
Poison
Flying Machine Guards
Lightning
Ice Golem Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Golem

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 Heal Spirit Ice Golem Battle Ram Guards Giant Skeleton

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.

Heal Spirit Ice Golem

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.

Heal Spirit Ice Golem Arrows Guards Battle Ram Flying Machine Giant Giant Skeleton

Shortest cycle

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

9 Heal Spirit Ice Golem Arrows Guards

Attack Synergies 2 11

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
Giant Battle Ram Giant Skeleton
Heal Spirit
Battle Ram Giant Guards Giant Skeleton
Ice Golem
Battle Ram Flying Machine
Battle Ram
Ice Golem Arrows Heal Spirit Flying Machine
Flying Machine
Ice Golem Battle Ram Giant Giant Skeleton
Giant
Arrows Heal Spirit Flying Machine Guards
Guards
Heal Spirit Giant
Giant Skeleton
Arrows Heal Spirit Flying Machine

Defense Synergies 0 8

Arrows
Ice Golem Giant Skeleton
Heal Spirit
Ice Golem
Arrows Flying Machine Guards Giant Skeleton
Battle Ram
Flying Machine
Ice Golem Guards Giant Skeleton
Giant
Guards
Ice Golem Flying Machine Giant Skeleton
Giant Skeleton
Arrows Ice Golem Flying Machine Guards

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.

Ice Golem Flying Machine
Flying Machine
Giant Skeleton
Guards
Arrows Giant Skeleton
Arrows Flying Machine Guards
Arrows Flying Machine
Arrows Ice Golem Flying Machine Giant Skeleton
Guards Ice Golem Giant Skeleton
Guards Arrows Ice Golem Flying Machine Giant Skeleton
Arrows Flying Machine
Flying Machine Guards Giant Skeleton
Arrows Guards
Arrows
Arrows Flying Machine Guards
Arrows Ice Golem Flying Machine Guards Giant Skeleton
Arrows Flying Machine Guards Giant Skeleton

Counters to secondary win conditions

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

Guards Ice Golem Giant Skeleton
Arrows Ice Golem Flying Machine
Guards Giant Skeleton Ice Golem
Guards Giant Skeleton Ice Golem
Giant Skeleton Guards
Arrows Ice Golem Flying Machine
Guards Ice Golem Flying Machine Giant Skeleton
Giant Skeleton
Giant Skeleton Ice Golem Flying Machine
Guards
Flying Machine Guards Giant Skeleton
Arrows Guards Giant Skeleton
Giant Skeleton Ice Golem Guards
Flying Machine
Guards Ice Golem Flying Machine Giant Skeleton
Arrows Ice Golem Flying Machine Giant Skeleton

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 Ice Golem Flying Machine Guards Giant Skeleton
Arrows Flying Machine
Arrows Flying Machine Giant Skeleton
Arrows Ice Golem Flying Machine Guards Giant Skeleton
Arrows
Arrows Ice Golem Flying Machine
Arrows Flying Machine
Arrows Ice Golem Flying Machine
Arrows Flying Machine
Guards
Arrows Flying Machine
Arrows Flying Machine
Flying Machine Ice Golem
Arrows Flying Machine
Arrows Ice Golem Flying Machine
Arrows Flying Machine
Arrows Flying Machine
Arrows
Arrows Flying Machine
Arrows Flying Machine
Giant Skeleton
Arrows
Arrows Flying Machine
Arrows Ice Golem
Arrows Flying Machine
Arrows Flying Machine
Arrows
Arrows Ice Golem Flying Machine
Flying Machine Guards
Arrows
Arrows
Giant Skeleton
Arrows
Flying Machine Guards
Arrows Flying Machine
Arrows
Flying Machine
Arrows Ice Golem Flying Machine
Arrows Giant Skeleton
Flying Machine
Flying Machine Guards Giant Skeleton
Flying Machine
Flying Machine Giant Skeleton

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: