My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Bad
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 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!
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!

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 Goblin Hut Ice Wizard

Defensive buildings

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

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.

Spear Goblins Knight Battle Ram Goblin Hut Ice Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Rage Tornado The Log

Punishments

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

Battle Ram

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.

Spear Goblins Knight Battle Ram

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 Battle Ram
Giant Snowball
Spear Goblins Battle Ram Goblin Hut
Zap
Spear Goblins Battle Ram Goblin Hut
Barbarian Barrel
Spear Goblins Knight Battle Ram Goblin Hut Ice Wizard
The Log
Spear Goblins Battle Ram Goblin Hut
Earthquake
Spear Goblins Goblin Hut
Arrows
Spear Goblins Goblin Hut
Royal Delivery
Spear Goblins Knight Battle Ram Goblin Hut Ice Wizard
Fireball
Battle Ram Goblin Hut Ice Wizard
Poison
Spear Goblins Goblin Hut Ice Wizard
Lightning
Knight Battle Ram Goblin Hut Ice Wizard
Rocket
Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Tornado 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.

Spear Goblins Knight Battle Ram Rage Tornado Ice Wizard

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Rage The Log Knight Tornado Ice Wizard Battle Ram Goblin Hut

Shortest cycle

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

9 Spear Goblins Rage The Log Knight

Attack Synergies 3 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.

Spear Goblins
Knight Battle Ram Goblin Hut
Knight
Spear Goblins Battle Ram Goblin Hut The Log Ice Wizard
Battle Ram
Knight The Log Spear Goblins Goblin Hut Tornado
Goblin Hut
Spear Goblins Knight Battle Ram The Log Ice Wizard
Rage
Tornado
Battle Ram The Log Ice Wizard
The Log
Battle Ram Knight Goblin Hut Tornado
Ice Wizard
Knight Goblin Hut Tornado

Defense Synergies 3 9

Spear Goblins
Knight Goblin Hut The Log Ice Wizard
Knight
Spear Goblins Ice Wizard Goblin Hut Tornado The Log
Battle Ram
Goblin Hut
Spear Goblins Knight Ice Wizard
Rage
Tornado
Ice Wizard Knight The Log
The Log
Spear Goblins Knight Tornado Ice Wizard
Ice Wizard
Knight Tornado Spear Goblins 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.

Spear Goblins Knight Goblin Hut The Log
Knight Goblin Hut The Log Ice Wizard
Goblin Hut Tornado Knight Ice Wizard
Goblin Hut Knight Ice Wizard
Tornado The Log
Tornado The Log Spear Goblins Ice Wizard
Tornado Spear Goblins Goblin Hut Ice Wizard
The Log
Goblin Hut Tornado Ice Wizard
Knight Tornado Spear Goblins Ice Wizard
Ice Wizard Spear Goblins Knight Goblin Hut Tornado The Log
Spear Goblins Goblin Hut Tornado Ice Wizard
Goblin Hut Knight The Log Ice Wizard
Goblin Hut Tornado The Log
Knight Goblin Hut
Tornado Goblin Hut The Log
Knight Goblin Hut Tornado
Spear Goblins Knight Goblin Hut Tornado The Log Ice Wizard
Tornado The Log Spear Goblins Knight Goblin Hut Ice Wizard
Goblin Hut Tornado
Spear Goblins Knight The Log

Counters to secondary win conditions

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

Knight Spear Goblins Goblin Hut
Knight The Log
Spear Goblins Knight Goblin Hut The Log
Knight Tornado The Log
Knight Goblin Hut
Goblin Hut Tornado Ice Wizard
Spear Goblins Knight Goblin Hut Ice Wizard
Knight
Spear Goblins Knight Goblin Hut Tornado The Log
Goblin Hut
Knight Goblin Hut
Tornado The Log
Knight
Goblin Hut Spear Goblins Knight Tornado The Log
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.)

Knight The Log
Tornado The Log Ice Wizard
Goblin Hut The Log
Knight The Log
The Log
Spear Goblins Tornado Ice Wizard
Tornado The Log
The Log Tornado Ice Wizard
The Log Tornado
Tornado
Knight Tornado The Log
Tornado
Knight Goblin Hut The Log
Goblin Hut The Log
Spear Goblins Goblin Hut The Log
Goblin Hut The Log
Tornado
The Log
Tornado The Log
The Log
Tornado
Tornado The Log
The Log
Tornado The Log Ice Wizard
The Log Tornado Ice Wizard
Tornado The Log
Tornado The Log
Tornado Ice Wizard
Goblin Hut
The Log
The Log
Spear Goblins Goblin Hut
Tornado Ice Wizard
The Log
Knight
The Log
Tornado
Tornado The Log
Tornado
Tornado The Log

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