My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Elixir Golem Magic Archer Ram Rider

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Witch Magic Archer

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.

Ice Spirit Giant Witch Golem Magic Archer

Offensive cards

Win conditions

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

Giant Golem

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.

Goblin Gang Giant

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 Goblin Gang Giant Golem 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.

Golem 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
Goblin Gang Giant Guards
Giant Snowball
Goblin Gang Guards Witch
Zap
Goblin Gang Guards Witch
Barbarian Barrel
Ice Spirit Goblin Gang Guards Witch Magic Archer
The Log
Ice Spirit Goblin Gang Guards Witch
Earthquake
Goblin Gang Guards Witch
Arrows
Ice Spirit Goblin Gang Guards Witch
Royal Delivery
Ice Spirit Goblin Gang Guards Witch Magic Archer
Fireball
Goblin Gang Witch Magic Archer
Poison
Goblin Gang Guards Witch Magic Archer
Lightning
Witch Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap 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 Guards Golem

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 Goblin Gang Witch

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.

Ice Spirit Zap Goblin Gang Guards Magic Archer Giant Witch Golem

Shortest cycle

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

9 Ice Spirit Zap Goblin Gang Guards

Attack Synergies 2 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.

Ice Spirit
Zap Giant Guards Witch Golem
Zap
Ice Spirit Giant Guards Witch Golem Magic Archer
Goblin Gang
Giant Golem
Giant
Zap Ice Spirit Goblin Gang Guards Witch Magic Archer
Guards
Ice Spirit Zap Giant
Witch
Ice Spirit Zap Giant Golem
Golem
Ice Spirit Zap Goblin Gang Witch Magic Archer
Magic Archer
Zap Giant Golem

Defense Synergies 2 11

Ice Spirit
Zap Goblin Gang Guards Witch Magic Archer
Zap
Ice Spirit Goblin Gang Guards Witch Magic Archer
Goblin Gang
Ice Spirit Zap Guards Magic Archer
Giant
Guards
Ice Spirit Zap Goblin Gang Witch Magic Archer
Witch
Ice Spirit Zap Guards
Golem
Magic Archer
Ice Spirit Zap Goblin Gang Guards

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 Magic Archer
Ice Spirit Zap Goblin Gang Witch
Goblin Gang Witch
Witch Goblin Gang Guards
Goblin Gang Zap Guards Magic Archer
Ice Spirit Zap Goblin Gang Witch Magic Archer
Zap Magic Archer
Witch Goblin Gang
Goblin Gang Guards Ice Spirit
Goblin Gang Guards Witch Zap Magic Archer
Zap Goblin Gang Witch Magic Archer
Ice Spirit Zap Goblin Gang Guards Witch
Ice Spirit Zap Goblin Gang Guards Witch Magic Archer
Goblin Gang
Ice Spirit Zap Goblin Gang
Goblin Gang Witch
Ice Spirit Zap Goblin Gang Guards Witch Magic Archer
Zap Witch Ice Spirit Guards Magic Archer
Goblin Gang Guards Witch

Counters to secondary win conditions

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

Goblin Gang Guards Zap Witch
Zap Goblin Gang Magic Archer
Goblin Gang Guards Ice Spirit Zap Witch
Goblin Gang Guards Zap
Goblin Gang Guards Witch
Ice Spirit Zap Goblin Gang Witch Magic Archer
Goblin Gang Guards Witch
Zap Ice Spirit Witch Magic Archer
Witch Goblin Gang Guards
Guards Witch
Zap Guards
Goblin Gang Guards Witch
Witch Magic Archer
Goblin Gang Guards Witch Ice Spirit Zap Magic Archer
Zap Witch 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 Guards
Zap Magic Archer
Magic Archer
Guards
Zap Magic Archer
Ice Spirit Zap Witch Magic Archer
Witch Magic Archer
Ice Spirit Zap Magic Archer
Zap
Goblin Gang Guards
Zap Magic Archer
Zap Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Witch Magic Archer
Magic Archer
Zap Magic Archer
Zap Witch Magic Archer
Magic Archer
Zap
Zap Ice Spirit Witch Magic Archer
Witch
Zap Witch Magic Archer
Zap Witch Magic Archer
Zap Magic Archer
Zap Witch Magic Archer
Zap Ice Spirit Guards Witch
Zap Magic Archer
Zap Ice Spirit Magic Archer
Magic Archer
Zap Ice Spirit Goblin Gang Guards Witch Magic Archer
Zap Witch Magic Archer
Goblin Gang Magic Archer
Zap Magic Archer
Zap
Zap Ice Spirit Goblin Gang Guards Witch Magic Archer
Zap Witch Magic Archer
Zap Witch Magic Archer

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