My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Gang Ice Wizard

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.

Skeleton Barrel Giant Skeleton Golem Ice Wizard Bandit

Offensive cards

Win conditions

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

Skeleton Barrel Golem

Damage spells

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

Fireball

Punishments

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

Goblin Gang Skeleton Barrel Bandit

Pump responses

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

Fireball

Dropped at the bridge

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

Goblin Gang Skeleton Barrel Barbarians Giant Skeleton Golem Bandit

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.

Skeleton Barrel Giant Skeleton Golem Bandit

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 Skeleton Barrel Giant Skeleton Bandit
Giant Snowball
Goblin Gang Skeleton Barrel Barbarians
Zap
Goblin Gang Skeleton Barrel Bandit
Barbarian Barrel
Goblin Gang Skeleton Barrel Barbarians Giant Skeleton Ice Wizard Bandit
The Log
Goblin Gang Skeleton Barrel Barbarians Giant Skeleton Bandit
Earthquake
Goblin Gang Barbarians
Arrows
Goblin Gang Skeleton Barrel
Royal Delivery
Goblin Gang Skeleton Barrel Barbarians Giant Skeleton Ice Wizard Bandit
Fireball
Goblin Gang Skeleton Barrel Barbarians Ice Wizard Bandit
Poison
Goblin Gang Skeleton Barrel Barbarians Ice Wizard
Lightning
Ice Wizard Bandit
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Skeleton Barrel Giant Skeleton 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.

Fireball

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.

Goblin Gang Barbarians Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Skeleton Barrel Ice Wizard Bandit Fireball Barbarians Giant Skeleton Golem

Shortest cycle

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

12 Goblin Gang Skeleton Barrel Ice Wizard Bandit

Attack Synergies 2 12

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.

Goblin Gang
Skeleton Barrel Giant Skeleton Golem Bandit
Skeleton Barrel
Fireball Goblin Gang Giant Skeleton Golem Bandit
Barbarians
Fireball
Skeleton Barrel Golem
Giant Skeleton
Goblin Gang Skeleton Barrel Ice Wizard Bandit
Golem
Fireball Goblin Gang Skeleton Barrel Ice Wizard Bandit
Ice Wizard
Giant Skeleton Golem Bandit
Bandit
Goblin Gang Skeleton Barrel Giant Skeleton Golem Ice Wizard

Defense Synergies 0 9

Goblin Gang
Barbarians Giant Skeleton Ice Wizard Bandit
Skeleton Barrel
Fireball
Barbarians
Goblin Gang
Fireball
Skeleton Barrel Ice Wizard Bandit
Giant Skeleton
Goblin Gang Ice Wizard
Golem
Ice Wizard
Goblin Gang Fireball Giant Skeleton Bandit
Bandit
Goblin Gang Fireball Ice Wizard

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.

Skeleton Barrel Fireball
Barbarians Goblin Gang Ice Wizard Bandit
Goblin Gang Barbarians Giant Skeleton Ice Wizard Bandit
Barbarians Goblin Gang Ice Wizard Bandit
Barbarians Fireball Giant Skeleton
Goblin Gang Fireball Ice Wizard Bandit
Goblin Gang Fireball Ice Wizard
Skeleton Barrel Barbarians Fireball Giant Skeleton Bandit
Barbarians Goblin Gang Ice Wizard
Goblin Gang Barbarians Giant Skeleton Ice Wizard Bandit
Goblin Gang Barbarians Ice Wizard Fireball Giant Skeleton Bandit
Goblin Gang Fireball Ice Wizard
Barbarians Goblin Gang Fireball Giant Skeleton Ice Wizard Bandit
Fireball Goblin Gang Barbarians
Barbarians Goblin Gang Bandit
Barbarians Goblin Gang Fireball Bandit
Barbarians Goblin Gang Fireball
Fireball Goblin Gang Barbarians Ice Wizard Bandit
Barbarians Fireball Giant Skeleton Ice Wizard Bandit
Barbarians
Goblin Gang Barbarians Fireball Giant Skeleton Bandit

Counters to secondary win conditions

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

Goblin Gang Barbarians Fireball Giant Skeleton Bandit
Fireball Bandit Goblin Gang Skeleton Barrel
Goblin Gang Barbarians Giant Skeleton Bandit
Goblin Gang Giant Skeleton Barbarians Fireball Bandit
Barbarians Giant Skeleton Goblin Gang Bandit
Fireball Goblin Gang Skeleton Barrel Ice Wizard
Goblin Gang Barbarians Fireball Giant Skeleton Ice Wizard Bandit
Giant Skeleton Barbarians
Giant Skeleton Barbarians Fireball Bandit
Goblin Gang Barbarians
Barbarians Giant Skeleton
Barbarians Fireball Giant Skeleton
Barbarians Giant Skeleton Goblin Gang Fireball Bandit
Barbarians Fireball
Goblin Gang Barbarians Fireball Giant Skeleton
Barbarians Fireball Giant Skeleton 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.)

Skeleton Barrel Fireball Giant Skeleton Bandit
Fireball Skeleton Barrel Ice Wizard Bandit
Skeleton Barrel Fireball Giant Skeleton Bandit
Skeleton Barrel Barbarians Fireball Giant Skeleton
Fireball
Fireball Skeleton Barrel Ice Wizard
Fireball Skeleton Barrel Ice Wizard
Fireball Skeleton Barrel Bandit
Goblin Gang Fireball
Skeleton Barrel Fireball Bandit
Fireball
Skeleton Barrel Fireball Bandit
Skeleton Barrel Fireball Bandit
Skeleton Barrel Fireball
Skeleton Barrel Fireball Bandit
Skeleton Barrel Fireball Bandit
Fireball
Skeleton Barrel Fireball Bandit
Skeleton Barrel Fireball
Fireball Giant Skeleton
Fireball
Skeleton Barrel Barbarians Fireball
Fireball Ice Wizard
Fireball Skeleton Barrel Ice Wizard Bandit
Fireball Skeleton Barrel Bandit
Fireball Skeleton Barrel Bandit
Fireball Ice Wizard
Skeleton Barrel Fireball
Fireball
Fireball Bandit
Fireball
Giant Skeleton
Fireball
Skeleton Barrel Goblin Gang Barbarians Fireball Bandit
Fireball Ice Wizard
Fireball
Fireball Goblin Gang
Skeleton Barrel Fireball
Fireball Giant Skeleton
Goblin Gang Fireball Giant Skeleton
Fireball
Skeleton Barrel Fireball Giant Skeleton Bandit

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