My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Wizard

Defensive buildings

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

Goblin Drill

Investments

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

Giant Dark Prince Ice Wizard

Offensive cards

Win conditions

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

Giant Wall Breakers Goblin Drill Miner

Damage spells

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

Earthquake

Punishments

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

Giant Wall Breakers Dark Prince Miner

Pump responses

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

Earthquake Goblin Drill Miner

Dropped at the bridge

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

Giant Wall Breakers Dark Prince

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.

Dark Prince Goblin Drill Miner

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
Giant Wall Breakers Guards Dark Prince Goblin Drill Miner
Giant Snowball
Wall Breakers Guards Goblin Drill Miner
Zap
Wall Breakers Guards Dark Prince Goblin Drill
Barbarian Barrel
Wall Breakers Guards Dark Prince Goblin Drill Ice Wizard
The Log
Wall Breakers Guards Dark Prince Goblin Drill
Earthquake
Guards Goblin Drill
Arrows
Wall Breakers Guards Goblin Drill
Royal Delivery
Wall Breakers Guards Dark Prince Goblin Drill Miner Ice Wizard
Fireball
Wall Breakers Goblin Drill Ice Wizard
Poison
Guards Goblin Drill Ice Wizard
Lightning
Dark Prince Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Dark Prince 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.

Guards Dark Prince Goblin Drill Miner 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Earthquake Guards Miner Ice Wizard Dark Prince Goblin Drill Giant

Shortest cycle

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

11 Wall Breakers Earthquake Guards Miner

Attack Synergies 6 7

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.

Earthquake
Giant Wall Breakers Dark Prince
Giant
Earthquake Dark Prince Miner Guards Ice Wizard
Wall Breakers
Goblin Drill Miner Earthquake
Guards
Miner Giant
Dark Prince
Giant Earthquake Goblin Drill Miner Ice Wizard
Goblin Drill
Wall Breakers Dark Prince
Miner
Giant Wall Breakers Guards Dark Prince
Ice Wizard
Giant Dark Prince

Defense Synergies 0 5

Earthquake
Ice Wizard
Giant
Wall Breakers
Guards
Goblin Drill Ice Wizard
Dark Prince
Ice Wizard
Goblin Drill
Guards Ice Wizard
Miner
Ice Wizard
Earthquake Guards Dark Prince Goblin Drill

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.

Earthquake
Dark Prince Goblin Drill Ice Wizard
Dark Prince Goblin Drill Ice Wizard
Guards Dark Prince Goblin Drill Ice Wizard
Earthquake Dark Prince
Earthquake Guards Dark Prince Ice Wizard
Ice Wizard
Earthquake
Goblin Drill Ice Wizard
Guards Dark Prince Miner Ice Wizard
Guards Ice Wizard Earthquake Dark Prince Goblin Drill
Ice Wizard
Goblin Drill Earthquake Guards Dark Prince Ice Wizard
Earthquake Guards Dark Prince Goblin Drill
Goblin Drill
Goblin Drill
Dark Prince Goblin Drill
Guards Dark Prince Goblin Drill Ice Wizard
Earthquake Goblin Drill Guards Dark Prince Ice Wizard
Goblin Drill
Dark Prince Earthquake Guards

Counters to secondary win conditions

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

Guards Dark Prince
Miner
Guards Dark Prince
Guards Dark Prince
Guards Dark Prince Goblin Drill
Ice Wizard
Guards Dark Prince Ice Wizard
Dark Prince
Dark Prince
Guards Goblin Drill
Guards Dark Prince
Guards Dark Prince
Dark Prince Guards
Guards Dark Prince Goblin Drill
Earthquake Dark Prince 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.)

Earthquake Guards Goblin Drill
Miner Ice Wizard
Earthquake Goblin Drill Miner
Earthquake Guards Dark Prince
Earthquake Dark Prince
Ice Wizard
Earthquake
Earthquake Ice Wizard
Miner
Guards
Miner Earthquake Dark Prince
Earthquake Miner
Earthquake
Earthquake
Earthquake Goblin Drill
Earthquake
Earthquake
Earthquake Dark Prince
Earthquake Miner
Earthquake
Earthquake Goblin Drill
Earthquake Dark Prince Ice Wizard
Miner Earthquake Ice Wizard
Miner
Miner
Ice Wizard
Guards
Earthquake Miner
Earthquake
Earthquake Guards Dark Prince
Ice Wizard
Miner Dark Prince
Earthquake
Dark Prince
Guards
Dark Prince Miner

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