My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Archers Baby Dragon

Defensive buildings

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

Mortar X-Bow

Investments

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

Ice Spirit Archers Knight Baby Dragon X-Bow

Offensive cards

Win conditions

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

Mortar X-Bow

Damage spells

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

Zap

Punishments

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

Mortar X-Bow

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.

Ice Spirit Knight Mortar Baby Dragon X-Bow

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
Archers Skeleton Army
Giant Snowball
Archers Skeleton Army Baby Dragon
Zap
Archers Mortar Skeleton Army X-Bow
Barbarian Barrel
Ice Spirit Archers Knight Mortar Skeleton Army X-Bow
The Log
Ice Spirit Archers Skeleton Army X-Bow
Earthquake
Archers Mortar Skeleton Army X-Bow
Arrows
Ice Spirit Archers Skeleton Army
Royal Delivery
Ice Spirit Archers Knight Skeleton Army Baby Dragon
Fireball
Archers Mortar Skeleton Army Baby Dragon X-Bow
Poison
Archers Mortar Skeleton Army X-Bow
Lightning
Knight Mortar Baby Dragon X-Bow
Rocket
Mortar X-Bow

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Mortar Baby Dragon

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 Skeleton Army Baby Dragon

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.

Skeleton Army

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.

Ice Spirit Zap Archers Knight Skeleton Army Mortar Baby Dragon X-Bow

Shortest cycle

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

9 Ice Spirit Zap Archers Knight

Attack Synergies 7 13

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.

Ice Spirit
Zap Knight Archers Mortar Baby Dragon X-Bow
Zap
Ice Spirit X-Bow Archers Knight Mortar Baby Dragon
Archers
Knight Ice Spirit Zap Mortar Baby Dragon X-Bow
Knight
Ice Spirit Archers Mortar Baby Dragon X-Bow Zap
Mortar
Knight Ice Spirit Zap Archers Baby Dragon
Skeleton Army
X-Bow
Baby Dragon
Knight Ice Spirit Zap Archers Mortar
X-Bow
Zap Knight Ice Spirit Archers Skeleton Army

Defense Synergies 4 21

Ice Spirit
Zap X-Bow Archers Knight Mortar Skeleton Army Baby Dragon
Zap
Ice Spirit Archers Knight Mortar Skeleton Army Baby Dragon X-Bow
Archers
Knight Ice Spirit Zap Mortar Skeleton Army Baby Dragon X-Bow
Knight
Archers X-Bow Ice Spirit Zap Mortar Skeleton Army Baby Dragon
Mortar
Ice Spirit Zap Archers Knight Skeleton Army Baby Dragon
Skeleton Army
Ice Spirit Zap Archers Knight Mortar X-Bow
Baby Dragon
Ice Spirit Zap Archers Knight Mortar
X-Bow
Ice Spirit Knight Zap Archers Skeleton Army

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 Knight Mortar Baby Dragon X-Bow
Skeleton Army Ice Spirit Zap Knight Mortar X-Bow
Mortar Skeleton Army Archers Knight
Skeleton Army Knight Mortar
Skeleton Army X-Bow
Skeleton Army Zap Archers Baby Dragon X-Bow
Ice Spirit Zap Archers Mortar Baby Dragon X-Bow
Zap Baby Dragon X-Bow
Mortar Skeleton Army X-Bow
Knight Skeleton Army Ice Spirit Archers
Archers Skeleton Army Zap Knight Baby Dragon X-Bow
Zap Archers Baby Dragon
Mortar Skeleton Army Ice Spirit Zap Knight X-Bow
Skeleton Army Ice Spirit Zap Mortar Baby Dragon X-Bow
Skeleton Army Knight Mortar X-Bow
Skeleton Army Ice Spirit Zap Mortar X-Bow
Knight Mortar Skeleton Army X-Bow
Ice Spirit Mortar Zap Archers Knight Skeleton Army Baby Dragon X-Bow
Zap Mortar Baby Dragon Ice Spirit Archers Knight
Mortar
Skeleton Army Archers Knight Baby Dragon

Counters to secondary win conditions

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

Knight Skeleton Army Zap Archers X-Bow
Zap Archers Knight Mortar Baby Dragon X-Bow
Skeleton Army Ice Spirit Zap Knight
Skeleton Army Zap Knight X-Bow
Knight Skeleton Army
Ice Spirit Zap Archers Baby Dragon
Skeleton Army Archers Knight
Knight Skeleton Army
Zap Ice Spirit Knight Mortar Skeleton Army Baby Dragon X-Bow
Skeleton Army
Knight
Skeleton Army Zap
Skeleton Army Knight
Archers Skeleton Army Baby Dragon
Skeleton Army Ice Spirit Zap Archers Knight Mortar Baby Dragon X-Bow
Zap Archers Baby Dragon

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 Mortar Baby Dragon X-Bow
Mortar Zap Baby Dragon X-Bow
Baby Dragon X-Bow
Knight
Zap Mortar Baby Dragon
Ice Spirit Zap Baby Dragon
Archers Mortar Baby Dragon
X-Bow Ice Spirit Zap Baby Dragon
Zap Mortar X-Bow
X-Bow
Zap Knight Mortar X-Bow
Zap Archers Baby Dragon
Knight Mortar Baby Dragon
Mortar Baby Dragon X-Bow
Zap Mortar Baby Dragon X-Bow
X-Bow Zap Mortar Baby Dragon
Mortar Baby Dragon X-Bow
Mortar
Zap Archers Mortar Baby Dragon X-Bow
Zap Mortar Baby Dragon X-Bow
Baby Dragon X-Bow
X-Bow
Zap Mortar Baby Dragon X-Bow
Zap Ice Spirit Mortar Baby Dragon
Mortar X-Bow Zap Baby Dragon
Zap Mortar Baby Dragon X-Bow
Zap Mortar Baby Dragon X-Bow
Zap Archers Baby Dragon X-Bow
Zap Ice Spirit
Zap Mortar X-Bow
Zap Ice Spirit
Zap Ice Spirit Archers Skeleton Army X-Bow
Zap Archers Baby Dragon
Knight Baby Dragon
Zap Mortar Baby Dragon
Zap
Zap Ice Spirit Baby Dragon
Zap
Zap Mortar Baby Dragon X-Bow

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