My Best Clash Royale Deck

Deck Check Rating

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

1 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 No direct tower 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 spells that can finish it off. 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!
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.

Fire Spirit Goblin Gang Ice Golem Wizard Inferno Dragon

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.

Knight Ice Golem Wizard Inferno Dragon

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Missing

Punishments

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

Goblin Gang Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit Knight Goblin Gang Ice Golem Hog Rider

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.

Hog Rider Goblin Barrel

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 Hog Rider Goblin Barrel Inferno Dragon
Giant Snowball
Fire Spirit Goblin Gang Hog Rider Goblin Barrel Inferno Dragon
Zap
Fire Spirit Goblin Gang Goblin Barrel Inferno Dragon
Barbarian Barrel
Fire Spirit Knight Goblin Gang Wizard Goblin Barrel
The Log
Fire Spirit Goblin Gang Hog Rider Goblin Barrel
Earthquake
Goblin Gang Hog Rider Goblin Barrel
Arrows
Fire Spirit Goblin Gang Goblin Barrel
Royal Delivery
Fire Spirit Knight Goblin Gang Hog Rider Wizard Goblin Barrel Inferno Dragon
Fireball
Goblin Gang Hog Rider Wizard Goblin Barrel Inferno Dragon
Poison
Goblin Gang Wizard
Lightning
Knight Ice Golem Wizard Inferno Dragon
Rocket
Hog Rider Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Golem Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Golem 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.

Fire Spirit Knight Ice Golem Inferno Dragon

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.

Goblin Barrel

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.

Fire Spirit Goblin Gang Ice Golem Wizard Goblin Barrel

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Golem Knight Goblin Gang Goblin Barrel Hog Rider Inferno Dragon Wizard

Shortest cycle

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

9 Fire Spirit Ice Golem Knight Goblin Gang

Attack Synergies 9 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.

Fire Spirit
Hog Rider Knight Ice Golem Goblin Barrel Inferno Dragon
Knight
Goblin Gang Hog Rider Goblin Barrel Fire Spirit Wizard
Goblin Gang
Knight Ice Golem Hog Rider Goblin Barrel
Ice Golem
Goblin Gang Hog Rider Goblin Barrel Fire Spirit
Hog Rider
Fire Spirit Knight Goblin Gang Ice Golem Wizard Goblin Barrel
Wizard
Knight Hog Rider
Goblin Barrel
Knight Goblin Gang Ice Golem Fire Spirit Hog Rider
Inferno Dragon
Fire Spirit

Defense Synergies 2 6

Fire Spirit
Knight Ice Golem
Knight
Fire Spirit Goblin Gang Wizard
Goblin Gang
Knight Ice Golem Inferno Dragon
Ice Golem
Fire Spirit Goblin Gang Wizard Inferno Dragon
Hog Rider
Wizard
Knight Ice Golem
Goblin Barrel
Inferno Dragon
Goblin Gang Ice Golem

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 Wizard
Inferno Dragon Knight Goblin Gang
Goblin Gang Fire Spirit Knight Inferno Dragon
Inferno Dragon Knight Goblin Gang
Goblin Gang Fire Spirit
Inferno Dragon Fire Spirit Goblin Gang Wizard
Ice Golem
Inferno Dragon Goblin Gang
Knight Goblin Gang Fire Spirit Ice Golem
Goblin Gang Knight Ice Golem Wizard
Inferno Dragon Goblin Gang Wizard
Fire Spirit Knight Goblin Gang Wizard
Fire Spirit Wizard Goblin Gang
Inferno Dragon Knight Goblin Gang
Goblin Gang Inferno Dragon
Wizard Knight Goblin Gang
Fire Spirit Knight Goblin Gang Wizard
Wizard Fire Spirit Knight Ice Golem Inferno Dragon
Inferno Dragon
Goblin Gang Wizard Fire Spirit Knight

Counters to secondary win conditions

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

Knight Goblin Gang Ice Golem
Knight Goblin Gang Ice Golem Wizard Inferno Dragon
Goblin Gang Knight Ice Golem
Goblin Gang Knight Ice Golem
Knight Goblin Gang Inferno Dragon
Fire Spirit Wizard Goblin Gang Ice Golem
Goblin Gang Knight Ice Golem
Knight Inferno Dragon
Knight Ice Golem Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Knight
Knight Goblin Gang Ice Golem Wizard
Wizard
Goblin Gang Knight Ice Golem Inferno Dragon
Ice Golem Wizard Inferno Dragon

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 Ice Golem
Knight Ice Golem
Wizard Fire Spirit
Wizard Fire Spirit Ice Golem
Fire Spirit Wizard
Fire Spirit Ice Golem Wizard
Wizard
Fire Spirit Goblin Gang
Knight Wizard
Fire Spirit Wizard
Fire Spirit Knight Ice Golem
Ice Golem
Wizard
Wizard
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Ice Golem Fire Spirit Wizard
Inferno Dragon
Wizard
Wizard
Fire Spirit Ice Golem Wizard
Wizard
Wizard
Wizard
Fire Spirit Goblin Gang
Fire Spirit Wizard
Knight Goblin Gang Wizard
Ice Golem Wizard
Goblin Gang

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