My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Ram Rider

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!
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 Golem Inferno Tower Hunter Magic Archer

Defensive buildings

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

Inferno Tower

Investments

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

Knight Ice Golem Hunter Royal Ghost Magic Archer Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Arrows

Punishments

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

Royal Ghost

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.

Knight Ice Golem Royal Ghost Magic Archer Lava Hound

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 Ghost 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
Lava Hound
Giant Snowball
Lava Hound
Zap
Inferno Tower Lava Hound
Barbarian Barrel
Knight Inferno Tower Hunter Royal Ghost Magic Archer
The Log
Hunter
Earthquake
Inferno Tower
Arrows
Lava Hound
Royal Delivery
Knight Hunter Royal Ghost Magic Archer Lava Hound
Fireball
Inferno Tower Hunter Magic Archer Lava Hound
Poison
Inferno Tower Hunter Magic Archer Lava Hound
Lightning
Knight Ice Golem Inferno Tower Hunter Magic Archer
Rocket
Inferno Tower Hunter Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Golem Hunter Royal Ghost 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.

Arrows Knight Ice Golem Inferno Tower Royal Ghost

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 Lava Hound

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 Golem Arrows Knight Royal Ghost Hunter Magic Archer Inferno Tower Lava Hound

Shortest cycle

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

11 Ice Golem Arrows Knight Royal Ghost

Attack Synergies 1 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.

Arrows
Lava Hound Knight
Knight
Arrows Hunter Magic Archer
Ice Golem
Hunter Magic Archer
Inferno Tower
Hunter
Knight Ice Golem
Royal Ghost
Magic Archer
Magic Archer
Knight Ice Golem Royal Ghost Lava Hound
Lava Hound
Arrows Magic Archer

Defense Synergies 4 7

Arrows
Knight Ice Golem Inferno Tower
Knight
Inferno Tower Hunter Magic Archer Arrows
Ice Golem
Inferno Tower Arrows Hunter Royal Ghost Magic Archer
Inferno Tower
Knight Ice Golem Arrows Royal Ghost
Hunter
Knight Ice Golem
Royal Ghost
Ice Golem Inferno Tower
Magic Archer
Knight Ice Golem
Lava Hound

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.

Knight Ice Golem Inferno Tower Magic Archer
Inferno Tower Hunter Knight
Inferno Tower Hunter Knight
Inferno Tower Hunter Knight
Arrows
Arrows Hunter Royal Ghost Magic Archer
Inferno Tower Hunter Arrows Magic Archer
Arrows Ice Golem Inferno Tower Magic Archer
Inferno Tower Hunter
Knight Ice Golem Inferno Tower Hunter Royal Ghost
Arrows Knight Ice Golem Hunter Royal Ghost Magic Archer
Arrows Inferno Tower Hunter Magic Archer
Inferno Tower Hunter Knight
Arrows Hunter Royal Ghost Magic Archer
Inferno Tower Knight Hunter
Inferno Tower Hunter
Arrows Knight Inferno Tower Hunter
Arrows Knight Hunter Royal Ghost Magic Archer
Arrows Hunter Knight Ice Golem Royal Ghost Magic Archer
Inferno Tower Hunter
Royal Ghost Arrows Knight Hunter

Counters to secondary win conditions

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

Knight Ice Golem Inferno Tower Royal Ghost
Arrows Knight Ice Golem Hunter Royal Ghost Magic Archer
Knight Ice Golem Inferno Tower Hunter
Hunter Knight Ice Golem Inferno Tower
Inferno Tower Knight Hunter
Arrows Ice Golem Hunter Magic Archer
Knight Ice Golem Inferno Tower Hunter
Inferno Tower Knight Hunter
Knight Ice Golem Inferno Tower Magic Archer
Inferno Tower
Knight Inferno Tower Hunter
Arrows
Knight Ice Golem Inferno Tower Hunter
Magic Archer
Inferno Tower Knight Ice Golem Hunter Magic Archer
Arrows Ice Golem Inferno Tower Hunter Royal Ghost 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 Arrows Knight Ice Golem Royal Ghost
Arrows Royal Ghost Magic Archer
Arrows Magic Archer
Arrows Knight Ice Golem
Arrows Magic Archer
Arrows Ice Golem Hunter Magic Archer
Arrows Magic Archer
Arrows Ice Golem Hunter Magic Archer
Arrows
Arrows Knight Magic Archer
Arrows Magic Archer
Knight Ice Golem Hunter Magic Archer
Arrows Magic Archer
Arrows Ice Golem Magic Archer
Arrows Hunter Magic Archer
Magic Archer Arrows
Arrows
Arrows Hunter Magic Archer
Arrows Magic Archer
Magic Archer
Arrows
Arrows
Arrows Ice Golem Hunter Magic Archer
Arrows Hunter Royal Ghost Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Ice Golem Hunter Magic Archer
Arrows Hunter Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Magic Archer
Arrows Hunter Magic Archer
Arrows
Knight Hunter Magic Archer
Arrows Ice Golem Magic Archer
Arrows
Magic Archer
Magic Archer
Royal Ghost Magic Archer

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