My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
RIP
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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Spear Goblins Ice Wizard

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.

Spear Goblins Ice Wizard

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Zap Rocket Tornado The Log

Punishments

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

Royal Hogs

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.

Spear Goblins Royal Hogs

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.

Royal Hogs

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 Royal Hogs
Giant Snowball
Spear Goblins Royal Hogs
Zap
Spear Goblins Royal Hogs
Barbarian Barrel
Spear Goblins Royal Hogs Ice Wizard
The Log
Spear Goblins Royal Hogs
Earthquake
Spear Goblins Royal Hogs
Arrows
Spear Goblins Royal Hogs
Royal Delivery
Spear Goblins Royal Hogs Ice Wizard
Fireball
Royal Hogs Ice Wizard
Poison
Spear Goblins Royal Hogs Ice Wizard
Lightning
Ice Wizard
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket 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 Rocket 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.

Mirror Spear Goblins Zap The Log Tornado Ice Wizard Royal Hogs Rocket

Shortest cycle

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

6 Mirror Spear Goblins Zap The Log

Attack Synergies 4 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.

Spear Goblins
Zap Royal Hogs
Zap
Mirror Tornado Spear Goblins Royal Hogs The Log Ice Wizard
Royal Hogs
Spear Goblins Zap The Log
Rocket
Tornado Mirror
Mirror
Zap The Log Rocket Tornado
Tornado
Zap Rocket Mirror The Log Ice Wizard
The Log
Mirror Zap Royal Hogs Tornado
Ice Wizard
Zap Tornado

Defense Synergies 4 11

Spear Goblins
Zap The Log Ice Wizard
Zap
Mirror Spear Goblins Tornado The Log Ice Wizard
Royal Hogs
Rocket
Tornado The Log
Mirror
Zap Tornado The Log Ice Wizard
Tornado
Rocket Mirror Ice Wizard Zap The Log
The Log
Spear Goblins Zap Rocket Mirror Tornado Ice Wizard
Ice Wizard
Tornado Spear Goblins Zap Mirror 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 Spear Goblins Zap The Log
Zap The Log Ice Wizard
Rocket Tornado Ice Wizard
Ice Wizard
Rocket Tornado The Log
Tornado The Log Spear Goblins Zap Ice Wizard
Rocket Tornado Spear Goblins Zap Ice Wizard
Rocket Zap The Log
Tornado Ice Wizard
Tornado Spear Goblins Ice Wizard
Ice Wizard Spear Goblins Zap Tornado The Log
Spear Goblins Zap Tornado Ice Wizard
Zap Rocket The Log Ice Wizard
Rocket Zap Tornado The Log
Rocket Tornado Zap The Log
Tornado
Spear Goblins Zap Tornado The Log Ice Wizard
Zap Tornado The Log Spear Goblins Ice Wizard
Tornado
Spear Goblins The Log

Counters to secondary win conditions

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

Spear Goblins Zap
Zap Rocket The Log
Spear Goblins Zap Rocket The Log
Rocket Zap Tornado The Log
Rocket Zap Tornado Ice Wizard
Rocket Spear Goblins Ice Wizard
Zap Rocket Spear Goblins Tornado The Log
Rocket Zap Tornado The Log
Rocket
Spear Goblins Zap Rocket Tornado The Log
Zap 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.)

Rocket The Log
Zap Tornado The Log Ice Wizard
Rocket The Log
Rocket The Log
Rocket Zap The Log
Spear Goblins Zap Rocket Tornado Ice Wizard
Tornado The Log
The Log Zap Tornado Ice Wizard
The Log Zap Tornado
Rocket Tornado
Rocket Zap Tornado The Log
Zap Rocket Tornado
Rocket The Log
Rocket
Zap The Log
Rocket Spear Goblins Zap The Log
Rocket The Log
Rocket Tornado
Rocket
Rocket Zap The Log
Rocket Zap Tornado The Log
Rocket The Log
Rocket Tornado
Rocket Tornado The Log
Rocket Zap The Log
Zap Tornado The Log Ice Wizard
The Log Zap Tornado Ice Wizard
Zap Tornado The Log
Rocket Zap Tornado The Log
Zap Tornado Ice Wizard
Zap Rocket
Zap Rocket The Log
Zap Rocket
Rocket The Log
Zap Spear Goblins Rocket
Rocket Zap Tornado Ice Wizard
The Log
Rocket
The Log Zap
Rocket Zap Tornado
Zap Rocket Tornado The Log
Zap Rocket Tornado
Zap Rocket Tornado The Log

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