My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Electro 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.

Giant Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Giant Wall Breakers

Damage spells

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

Rocket

Punishments

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

Giant Wall Breakers

Pump responses

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

Rocket

Dropped at the bridge

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

Goblins Giant Wall Breakers

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.

Electro Wizard

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
Giant Wall Breakers Skeleton Army
Giant Snowball
Goblins Wall Breakers Skeleton Army
Zap
Goblins Wall Breakers Skeleton Army
Barbarian Barrel
Goblins Wall Breakers Skeleton Army Ice Wizard Electro Wizard
The Log
Goblins Wall Breakers Skeleton Army
Earthquake
Skeleton Army
Arrows
Goblins Wall Breakers Skeleton Army
Royal Delivery
Goblins Wall Breakers Skeleton Army Ice Wizard Electro Wizard
Fireball
Wall Breakers Skeleton Army Ice Wizard Electro Wizard
Poison
Skeleton Army Ice Wizard Electro Wizard
Lightning
Ice Wizard Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Rocket Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Rocket 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.

Rocket Skeleton Army 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.

Skeleton Army

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 Electro 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.

Mirror Goblins Wall Breakers Skeleton Army Ice Wizard Electro Wizard Giant Rocket

Shortest cycle

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

7 Mirror Goblins Wall Breakers Skeleton Army

Attack Synergies 0 8

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
Giant
Giant
Goblins Rocket Ice Wizard Electro Wizard
Rocket
Giant Mirror
Mirror
Rocket Wall Breakers Skeleton Army
Wall Breakers
Mirror Electro Wizard
Skeleton Army
Mirror
Ice Wizard
Giant
Electro Wizard
Giant Wall Breakers

Defense Synergies 1 6

Goblins
Ice Wizard Electro Wizard
Giant
Rocket
Mirror
Skeleton Army Ice Wizard Electro Wizard
Wall Breakers
Skeleton Army
Mirror Ice Wizard Electro Wizard
Ice Wizard
Goblins Mirror Skeleton Army
Electro Wizard
Goblins Mirror Skeleton Army

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.

Rocket Electro Wizard
Skeleton Army Goblins Ice Wizard Electro Wizard
Rocket Skeleton Army Goblins Ice Wizard Electro Wizard
Skeleton Army Goblins Ice Wizard Electro Wizard
Rocket Skeleton Army
Skeleton Army Goblins Ice Wizard Electro Wizard
Rocket Electro Wizard Ice Wizard
Rocket Electro Wizard
Goblins Skeleton Army Ice Wizard
Skeleton Army Goblins Ice Wizard Electro Wizard
Goblins Skeleton Army Ice Wizard Electro Wizard
Ice Wizard Electro Wizard
Skeleton Army Rocket Ice Wizard Electro Wizard
Rocket Skeleton Army Goblins Electro Wizard
Skeleton Army Electro Wizard
Rocket Skeleton Army Electro Wizard
Goblins Skeleton Army Electro Wizard
Goblins Skeleton Army Ice Wizard Electro Wizard
Ice Wizard Electro Wizard
Electro Wizard
Skeleton Army Goblins Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Goblins Electro Wizard
Electro Wizard Rocket
Skeleton Army Goblins Rocket Electro Wizard
Rocket Skeleton Army Electro Wizard
Skeleton Army
Rocket Ice Wizard Electro Wizard
Rocket Skeleton Army Goblins Ice Wizard Electro Wizard
Skeleton Army
Rocket Electro Wizard Goblins Skeleton Army
Skeleton Army
Rocket Skeleton Army Electro Wizard
Rocket Skeleton Army
Skeleton Army
Skeleton Army Electro Wizard Goblins Rocket
Ice Wizard Electro 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.)

Rocket
Ice Wizard Electro Wizard
Rocket
Rocket
Rocket
Rocket Ice Wizard
Ice Wizard
Rocket Goblins Electro Wizard
Rocket Electro Wizard
Rocket
Rocket
Rocket
Rocket
Rocket
Rocket
Rocket
Rocket Electro Wizard
Rocket
Rocket
Rocket
Rocket
Rocket
Ice Wizard
Ice Wizard Electro Wizard
Rocket
Ice Wizard Electro Wizard
Rocket Electro Wizard
Rocket
Rocket Electro Wizard
Rocket
Electro Wizard Rocket Skeleton Army
Rocket Ice Wizard Electro Wizard
Rocket Electro Wizard
Rocket
Rocket Electro Wizard
Rocket Electro Wizard
Rocket Electro Wizard

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