My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Giant Ice Wizard Mother Witch

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.

Royal Giant Goblin Giant Ice Wizard Mother Witch

Offensive cards

Win conditions

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

Royal Giant Royal Hogs Goblin Giant

Damage spells

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

Arrows

Punishments

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

Royal Giant Elite Barbarians Royal Hogs Goblin Giant

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.

Electro Spirit Royal Giant Elite Barbarians Royal Hogs Goblin Giant

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 Spirit Elite Barbarians Royal Hogs

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
Royal Giant Elite Barbarians Royal Hogs
Giant Snowball
Royal Hogs
Zap
Royal Giant Royal Hogs Goblin Giant
Barbarian Barrel
Electro Spirit Elite Barbarians Royal Hogs Ice Wizard
The Log
Electro Spirit Royal Giant Elite Barbarians Royal Hogs
Earthquake
Royal Hogs
Arrows
Electro Spirit Royal Hogs
Royal Delivery
Electro Spirit Elite Barbarians Royal Hogs Ice Wizard Mother Witch
Fireball
Elite Barbarians Royal Hogs Ice Wizard Mother Witch
Poison
Royal Hogs Ice Wizard Mother Witch
Lightning
Elite Barbarians Ice Wizard Mother Witch
Rocket
Elite Barbarians Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows 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.

Electro Spirit Arrows Ice Wizard Mother Witch

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.

Royal Giant 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Arrows Ice Wizard Mother Witch Royal Hogs Royal Giant Elite Barbarians Goblin Giant

Shortest cycle

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

11 Electro Spirit Arrows Ice Wizard Mother Witch

Attack Synergies 6 10

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.

Electro Spirit
Royal Giant Elite Barbarians Goblin Giant Mother Witch
Arrows
Royal Giant Elite Barbarians Royal Hogs Goblin Giant Mother Witch
Royal Giant
Arrows Ice Wizard Mother Witch Electro Spirit Elite Barbarians
Elite Barbarians
Arrows Electro Spirit Royal Giant Goblin Giant
Royal Hogs
Arrows Mother Witch
Goblin Giant
Electro Spirit Arrows Elite Barbarians Ice Wizard Mother Witch
Ice Wizard
Royal Giant Goblin Giant
Mother Witch
Royal Giant Royal Hogs Electro Spirit Arrows Goblin Giant

Defense Synergies 1 3

Electro Spirit
Arrows
Ice Wizard Mother Witch
Royal Giant
Elite Barbarians
Mother Witch
Royal Hogs
Goblin Giant
Ice Wizard
Arrows Mother Witch
Mother Witch
Elite Barbarians Arrows 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.

Goblin Giant
Elite Barbarians Ice Wizard
Elite Barbarians Ice Wizard
Elite Barbarians Ice Wizard
Arrows Elite Barbarians
Arrows Electro Spirit Ice Wizard Mother Witch
Electro Spirit Arrows Ice Wizard
Electro Spirit Arrows Goblin Giant
Elite Barbarians Ice Wizard
Elite Barbarians Ice Wizard
Ice Wizard Mother Witch Electro Spirit Arrows Goblin Giant
Arrows Ice Wizard
Elite Barbarians Ice Wizard
Electro Spirit Arrows
Elite Barbarians
Elite Barbarians
Arrows Elite Barbarians
Arrows Electro Spirit Elite Barbarians Ice Wizard
Arrows Electro Spirit Ice Wizard Mother Witch
Elite Barbarians
Electro Spirit Arrows Elite Barbarians Goblin Giant Mother Witch

Counters to secondary win conditions

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

Elite Barbarians
Arrows Elite Barbarians
Elite Barbarians Goblin Giant
Elite Barbarians Goblin Giant
Elite Barbarians Goblin Giant
Arrows Mother Witch Electro Spirit Goblin Giant Ice Wizard
Elite Barbarians Goblin Giant Ice Wizard
Elite Barbarians Goblin Giant
Electro Spirit Elite Barbarians
Goblin Giant
Elite Barbarians
Arrows Elite Barbarians Goblin Giant
Elite Barbarians Goblin Giant
Elite Barbarians Electro Spirit Goblin Giant
Arrows Electro Spirit Elite Barbarians Ice Wizard Mother Witch

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
Arrows Ice Wizard
Arrows Goblin Giant
Arrows
Arrows
Arrows Mother Witch Electro Spirit Goblin Giant Ice Wizard
Arrows
Arrows Ice Wizard
Arrows
Elite Barbarians
Arrows
Arrows
Elite Barbarians
Arrows
Arrows Elite Barbarians
Arrows
Arrows
Arrows
Arrows
Arrows Mother Witch
Arrows
Arrows
Arrows Mother Witch Electro Spirit Ice Wizard
Arrows Ice Wizard
Arrows
Arrows
Elite Barbarians Arrows Ice Wizard Mother Witch
Electro Spirit
Elite Barbarians
Arrows
Electro Spirit Arrows
Arrows
Electro Spirit
Arrows Ice Wizard
Arrows
Arrows
Arrows
Elite Barbarians
Electro Spirit Elite Barbarians
Goblin Giant

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