My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Electro Dragon

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Goblin Gang

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.

Ice Spirit Bats Archers Knight

Offensive cards

Win conditions

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

Mortar

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 Mortar Elite Barbarians

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 Goblin Gang Mortar Elite Barbarians

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.

Elite Barbarians

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
Bats Archers Goblin Gang Elite Barbarians
Giant Snowball
Bats Archers Goblin Gang
Zap
Bats Archers Goblin Gang Mortar
Barbarian Barrel
Ice Spirit Archers Knight Goblin Gang Mortar Elite Barbarians
The Log
Ice Spirit Archers Goblin Gang Elite Barbarians
Earthquake
Archers Goblin Gang Mortar
Arrows
Ice Spirit Bats Archers Goblin Gang
Royal Delivery
Ice Spirit Bats Archers Knight Goblin Gang Elite Barbarians
Fireball
Archers Goblin Gang Mortar Elite Barbarians
Poison
Bats Archers Goblin Gang Mortar
Lightning
Knight Mortar Elite Barbarians
Rocket
Mortar Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Mortar

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 Bats 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.

Elite Barbarians

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Ice Spirit Bats Zap Archers Knight Goblin Gang Mortar Elite Barbarians

Shortest cycle

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

8 Ice Spirit Bats Zap Archers

Attack Synergies 7 14

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 Bats Archers Mortar Elite Barbarians
Bats
Knight Ice Spirit Zap Mortar Elite Barbarians
Zap
Ice Spirit Elite Barbarians Bats Archers Knight Mortar
Archers
Knight Ice Spirit Zap Mortar Elite Barbarians
Knight
Ice Spirit Bats Archers Goblin Gang Mortar Zap Elite Barbarians
Goblin Gang
Knight Mortar
Mortar
Knight Ice Spirit Bats Zap Archers Goblin Gang
Elite Barbarians
Zap Ice Spirit Bats Archers Knight

Defense Synergies 5 16

Ice Spirit
Zap Goblin Gang Bats Archers Knight Mortar Elite Barbarians
Bats
Knight Ice Spirit Zap Mortar
Zap
Ice Spirit Bats Archers Knight Goblin Gang Mortar Elite Barbarians
Archers
Knight Ice Spirit Zap Goblin Gang Mortar
Knight
Bats Archers Goblin Gang Ice Spirit Zap Mortar
Goblin Gang
Ice Spirit Knight Zap Archers Mortar
Mortar
Ice Spirit Bats Zap Archers Knight Goblin Gang
Elite Barbarians
Ice Spirit Zap

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
Elite Barbarians Ice Spirit Bats Zap Knight Goblin Gang Mortar
Goblin Gang Mortar Bats Archers Knight Elite Barbarians
Elite Barbarians Bats Knight Goblin Gang Mortar
Elite Barbarians
Goblin Gang Bats Zap Archers
Bats Ice Spirit Zap Archers Goblin Gang Mortar
Zap
Goblin Gang Mortar Elite Barbarians
Knight Goblin Gang Elite Barbarians Ice Spirit Archers
Bats Archers Goblin Gang Zap Knight
Bats Zap Archers Goblin Gang
Mortar Ice Spirit Bats Zap Knight Goblin Gang Elite Barbarians
Ice Spirit Bats Zap Goblin Gang Mortar
Elite Barbarians Knight Goblin Gang Mortar
Ice Spirit Zap Goblin Gang Mortar Elite Barbarians
Bats Knight Goblin Gang Mortar Elite Barbarians
Ice Spirit Mortar Bats Zap Archers Knight Goblin Gang Elite Barbarians
Zap Mortar Ice Spirit Bats Archers Knight
Mortar Elite Barbarians
Goblin Gang Bats Archers Knight Elite Barbarians

Counters to secondary win conditions

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

Knight Goblin Gang Zap Archers Elite Barbarians
Zap Archers Knight Goblin Gang Mortar Elite Barbarians
Goblin Gang Ice Spirit Bats Zap Knight Elite Barbarians
Goblin Gang Bats Zap Knight Elite Barbarians
Knight Goblin Gang Elite Barbarians
Ice Spirit Bats Zap Archers Goblin Gang
Goblin Gang Bats Archers Knight Elite Barbarians
Knight Elite Barbarians
Zap Ice Spirit Bats Knight Mortar Elite Barbarians
Goblin Gang
Bats Knight Elite Barbarians
Zap Elite Barbarians
Elite Barbarians Knight Goblin Gang
Archers
Goblin Gang Elite Barbarians Ice Spirit Bats Zap Archers Knight Mortar
Bats Zap Archers Elite Barbarians

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
Mortar Zap
Knight
Zap Mortar
Ice Spirit Bats Zap
Archers Mortar
Ice Spirit Zap
Zap Mortar
Bats Goblin Gang Elite Barbarians
Zap Knight Mortar
Zap Archers
Knight Mortar Elite Barbarians
Mortar
Zap Mortar Elite Barbarians
Zap Mortar
Mortar
Mortar
Bats
Zap Archers Mortar
Zap Mortar
Zap Mortar
Zap Ice Spirit Mortar
Mortar Zap
Zap Mortar
Zap Mortar
Elite Barbarians Bats Zap Archers
Zap Ice Spirit Bats
Elite Barbarians
Zap Mortar
Zap Ice Spirit
Zap Ice Spirit Bats Archers Goblin Gang
Zap Archers
Knight Goblin Gang
Zap Mortar
Zap
Elite Barbarians
Zap Ice Spirit Bats Goblin Gang Elite Barbarians
Bats Zap
Zap Mortar

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