My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Ice Golem Electro 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.

Royal Giant Ice Golem Battle Ram Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant Battle Ram

Damage spells

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

Zap Tornado The Log

Punishments

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

Royal Giant Battle Ram Mega Knight

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.

Royal Giant Ice Golem Battle Ram Mega Knight

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.

Electro Wizard

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
Royal Giant Battle Ram
Giant Snowball
Battle Ram
Zap
Royal Giant Battle Ram
Barbarian Barrel
Battle Ram Electro Wizard
The Log
Royal Giant Battle Ram
Earthquake
Arrows
Royal Delivery
Battle Ram Electro Wizard
Fireball
Battle Ram Electro Wizard
Poison
Electro Wizard
Lightning
Ice Golem Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem Tornado The Log Mega Knight

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 Golem Battle Ram Tornado Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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 Golem Electro 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.

Zap Ice Golem The Log Tornado Battle Ram Electro Wizard Royal Giant Mega Knight

Shortest cycle

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

9 Zap Ice Golem The Log Tornado

Attack Synergies 5 15

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.

Zap
Battle Ram Tornado Electro Wizard Royal Giant Ice Golem The Log Mega Knight
Royal Giant
Zap Ice Golem Tornado The Log Electro Wizard
Ice Golem
Battle Ram Zap Royal Giant Electro Wizard
Battle Ram
Zap Ice Golem The Log Tornado Electro Wizard
Tornado
Zap Royal Giant Battle Ram The Log Mega Knight
The Log
Battle Ram Zap Royal Giant Tornado Mega Knight
Electro Wizard
Zap Royal Giant Ice Golem Battle Ram Mega Knight
Mega Knight
Zap Tornado The Log Electro Wizard

Defense Synergies 2 13

Zap
Electro Wizard Mega Knight Ice Golem Tornado The Log
Royal Giant
Ice Golem
Zap Tornado The Log Electro Wizard Mega Knight
Battle Ram
Tornado
Zap Ice Golem The Log Electro Wizard Mega Knight
The Log
Zap Ice Golem Tornado Electro Wizard Mega Knight
Electro Wizard
Zap Ice Golem Tornado The Log Mega Knight
Mega Knight
Zap Ice Golem Tornado The Log Electro Wizard

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.

Zap Ice Golem The Log Electro Wizard
Zap The Log Electro Wizard Mega Knight
Tornado Mega Knight Electro Wizard
Electro Wizard Mega Knight
Tornado The Log Mega Knight
Tornado The Log Zap Electro Wizard Mega Knight
Tornado Electro Wizard Zap
Zap Ice Golem The Log Electro Wizard Mega Knight
Tornado
Tornado Ice Golem Electro Wizard Mega Knight
Electro Wizard Zap Ice Golem Tornado The Log Mega Knight
Zap Tornado Electro Wizard
Mega Knight Zap The Log Electro Wizard
Mega Knight Zap Tornado The Log Electro Wizard
Electro Wizard Mega Knight
Tornado Zap The Log Electro Wizard Mega Knight
Mega Knight Tornado Electro Wizard
Mega Knight Zap Tornado The Log Electro Wizard
Zap Tornado The Log Ice Golem Electro Wizard Mega Knight
Tornado Electro Wizard
Mega Knight The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Ice Golem Electro Wizard
Electro Wizard Zap Ice Golem The Log Mega Knight
Mega Knight Zap Ice Golem The Log Electro Wizard
Mega Knight Zap Ice Golem Tornado The Log Electro Wizard
Mega Knight
Zap Ice Golem Tornado Electro Wizard
Ice Golem Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight Ice Golem Tornado The Log
Mega Knight
Mega Knight Zap Tornado The Log Electro Wizard
Mega Knight Ice Golem
Mega Knight
Electro Wizard Zap Ice Golem Tornado The Log
Mega Knight Zap Ice Golem The Log Electro 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.)

Ice Golem The Log
Zap Tornado The Log Electro Wizard
The Log
Ice Golem The Log
Zap The Log Mega Knight
Zap Ice Golem Tornado
Tornado The Log
The Log Zap Ice Golem Tornado
The Log Zap Tornado
Tornado Electro Wizard
Zap Tornado The Log Electro Wizard
Zap Tornado
Ice Golem The Log
Zap Ice Golem The Log
Zap The Log
The Log Mega Knight
Tornado
Zap The Log Electro Wizard Mega Knight
Zap Tornado The Log Mega Knight
The Log Mega Knight
Tornado
Tornado The Log
Zap The Log
Zap Ice Golem Tornado The Log Mega Knight
The Log Zap Tornado Electro Wizard
Zap Tornado The Log Mega Knight
Zap Tornado The Log
Zap Ice Golem Tornado Electro Wizard
Zap Electro Wizard
Zap The Log Mega Knight
Zap Electro Wizard
Mega Knight
The Log
Zap Electro Wizard
Zap Tornado Electro Wizard
The Log
Electro Wizard Mega Knight
The Log Zap Ice Golem
Zap Tornado
Mega Knight
Zap Tornado The Log Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado The Log Electro Wizard Mega Knight

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