My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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.

Mortar

Investments

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

Skeletons Ice Spirit Knight Magic Archer

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Rocket Tornado The Log

Punishments

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

Mortar

Pump responses

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

Rocket

Dropped at the bridge

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

Ice Spirit Knight Mortar 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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Rocket Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Mortar Rocket Tornado The Log 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 Rocket Tornado

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

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.

Skeletons Ice Spirit The Log Knight Tornado Mortar Magic Archer Rocket

Shortest cycle

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

7 Skeletons Ice Spirit The Log Knight

Attack Synergies 4 8

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.

Skeletons
Ice Spirit
Knight Mortar
Knight
Ice Spirit Mortar The Log Magic Archer
Mortar
Knight Ice Spirit Rocket Tornado The Log
Rocket
Tornado Mortar
Tornado
Rocket Magic Archer Mortar The Log
The Log
Knight Mortar Tornado Magic Archer
Magic Archer
Tornado Knight The Log

Defense Synergies 3 20

Skeletons
Ice Spirit Knight Mortar Tornado The Log Magic Archer
Ice Spirit
Skeletons Knight Mortar Rocket Tornado The Log Magic Archer
Knight
Magic Archer Skeletons Ice Spirit Mortar Tornado The Log
Mortar
Skeletons Ice Spirit Knight Tornado The Log
Rocket
Tornado Ice Spirit The Log
Tornado
Rocket Magic Archer Skeletons Ice Spirit Knight Mortar The Log
The Log
Skeletons Ice Spirit Knight Mortar Rocket Tornado Magic Archer
Magic Archer
Knight Tornado Skeletons Ice Spirit 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.

Rocket Knight Mortar The Log Magic Archer
Skeletons Ice Spirit Knight Mortar The Log
Mortar Rocket Tornado Skeletons Knight
Skeletons Knight Mortar
Rocket Tornado The Log
Tornado The Log Skeletons Magic Archer
Rocket Tornado Ice Spirit Mortar Magic Archer
Rocket The Log Magic Archer
Skeletons Mortar Tornado
Knight Tornado Skeletons Ice Spirit
Skeletons Knight Tornado The Log Magic Archer
Tornado Magic Archer
Mortar Skeletons Ice Spirit Knight Rocket The Log
Rocket Ice Spirit Mortar Tornado The Log Magic Archer
Knight Mortar
Rocket Tornado Ice Spirit Mortar The Log
Skeletons Knight Mortar Tornado
Ice Spirit Mortar Knight Tornado The Log Magic Archer
Mortar Tornado The Log Ice Spirit Knight Magic Archer
Mortar Tornado
Knight The Log

Counters to secondary win conditions

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

Knight Skeletons
Knight Mortar Rocket The Log Magic Archer
Skeletons Ice Spirit Knight Rocket The Log
Rocket Knight Tornado The Log
Skeletons Knight
Rocket Skeletons Ice Spirit Tornado Magic Archer
Rocket Skeletons Knight
Knight
Rocket Skeletons Ice Spirit Knight Mortar Tornado The Log Magic Archer
Skeletons
Knight
Rocket Tornado The Log
Rocket Skeletons Knight
Magic Archer
Skeletons Ice Spirit Knight Mortar Rocket Tornado The Log Magic Archer
The Log 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.)

Magic Archer Knight Mortar Rocket The Log
Mortar Tornado The Log Magic Archer
Rocket The Log Magic Archer
Knight Rocket The Log
Rocket Mortar The Log Magic Archer
Ice Spirit Rocket Tornado Magic Archer
Mortar Tornado The Log Magic Archer
The Log Ice Spirit Tornado Magic Archer
The Log Mortar Tornado
Rocket Tornado
Rocket Knight Mortar Tornado The Log Magic Archer
Rocket Tornado Magic Archer
Rocket Knight Mortar The Log Magic Archer
Mortar Rocket Magic Archer
Mortar The Log Magic Archer
Rocket Mortar The Log Magic Archer
Magic Archer Mortar Rocket The Log
Mortar Rocket Tornado
Rocket
Rocket Mortar The Log Magic Archer
Rocket Mortar Tornado The Log Magic Archer
Rocket The Log Magic Archer
Rocket Tornado
Rocket Tornado The Log
Rocket Mortar The Log
Tornado The Log Ice Spirit Mortar Magic Archer
Mortar The Log Tornado Magic Archer
Mortar Tornado The Log Magic Archer
Rocket Mortar Tornado The Log Magic Archer
Tornado Magic Archer
Rocket Ice Spirit
Mortar Rocket The Log Magic Archer
Rocket Ice Spirit Magic Archer
Rocket The Log Magic Archer
Ice Spirit Rocket Magic Archer
Rocket Tornado Magic Archer
The Log
Knight Rocket Magic Archer
The Log Mortar Magic Archer
Rocket Tornado
Ice Spirit Rocket Tornado The Log Magic Archer
Rocket Tornado Magic Archer
Mortar Rocket Tornado The Log Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: