My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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.

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!
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 Wizard

Defensive buildings

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

Mortar

Investments

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

Golem Ice Wizard

Offensive cards

Win conditions

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

Mortar Golem Graveyard

Damage spells

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

Arrows The Log

Punishments

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

Mortar Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Goblins Mortar Golem

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 Graveyard

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
Guards Graveyard
Giant Snowball
Goblins Guards Graveyard
Zap
Goblins Mortar Guards Graveyard
Barbarian Barrel
Goblins Mortar Guards Ice Wizard Graveyard
The Log
Goblins Guards Graveyard
Earthquake
Mortar Guards Graveyard
Arrows
Goblins Guards Graveyard
Royal Delivery
Goblins Guards Ice Wizard Graveyard
Fireball
Mortar Ice Wizard
Poison
Mortar Guards Ice Wizard Graveyard
Lightning
Mortar Ice Wizard
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar The Log 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.

Arrows Guards Golem Ice Wizard

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.

Graveyard

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.

Goblins 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.

Goblins The Log Arrows Guards Ice Wizard Mortar Graveyard Golem

Shortest cycle

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

10 Goblins The Log Arrows Guards

Attack Synergies 2 9

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.

Goblins
Arrows
Golem Graveyard Mortar
Mortar
Arrows The Log
Guards
The Log Graveyard
Golem
Arrows The Log Ice Wizard Graveyard
The Log
Mortar Guards Golem Graveyard
Ice Wizard
Golem Graveyard
Graveyard
Arrows Guards Golem The Log Ice Wizard

Defense Synergies 0 11

Goblins
Mortar The Log Ice Wizard
Arrows
Mortar Ice Wizard
Mortar
Goblins Arrows Guards The Log Ice Wizard
Guards
Mortar The Log Ice Wizard
Golem
The Log
Goblins Mortar Guards Ice Wizard
Ice Wizard
Goblins Arrows Mortar Guards The Log
Graveyard

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.

Mortar The Log
Goblins Mortar The Log Ice Wizard
Mortar Goblins Ice Wizard
Goblins Mortar Guards Ice Wizard
Arrows The Log
Arrows The Log Goblins Guards Ice Wizard
Arrows Mortar Ice Wizard
Arrows The Log
Goblins Mortar Ice Wizard
Guards Goblins Ice Wizard
Goblins Guards Ice Wizard Arrows The Log
Arrows Ice Wizard
Mortar Guards The Log Ice Wizard
Goblins Arrows Mortar Guards The Log
Mortar
Mortar The Log
Goblins Arrows Mortar
Arrows Mortar Goblins Guards The Log Ice Wizard
Arrows Mortar The Log Guards Ice Wizard
Mortar
Goblins Arrows Guards The Log

Counters to secondary win conditions

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

Guards Goblins
Arrows Mortar The Log
Guards Goblins The Log
Guards The Log
Guards
Arrows Ice Wizard
Guards Goblins Ice Wizard
Goblins Mortar The Log
Guards
Guards
Arrows Guards The Log
Guards
Guards Goblins Mortar The Log
Arrows The Log 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.)

Arrows Mortar Guards The Log
Arrows Mortar The Log Ice Wizard
Arrows The Log
Arrows Guards The Log
Arrows Mortar The Log
Arrows Ice Wizard
Arrows Mortar The Log
Arrows The Log Ice Wizard
Arrows The Log Mortar
Goblins Guards
Arrows Mortar The Log
Arrows
Mortar The Log
Arrows Mortar
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar
Arrows Mortar The Log
Arrows Mortar The Log
The Log
Arrows
The Log
Arrows Mortar The Log
Arrows The Log Mortar Ice Wizard
Arrows Mortar The Log Ice Wizard
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Ice Wizard
Guards
Arrows Mortar The Log
Arrows
Arrows The Log
Guards
Arrows Ice Wizard
Arrows The Log
Arrows The Log Mortar
Arrows
Guards The Log
Mortar The Log

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