My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!

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.

Royal Giant Golem Ice Wizard Bandit Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel Golem

Damage spells

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

Poison

Punishments

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

Royal Giant Goblin Barrel Bandit

Pump responses

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

Goblin Barrel Poison

Dropped at the bridge

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

Goblins Royal Giant 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.

Goblin Barrel Golem Bandit 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
Royal Giant Goblin Barrel Bandit
Giant Snowball
Goblins Goblin Barrel
Zap
Goblins Royal Giant Goblin Barrel Bandit
Barbarian Barrel
Goblins Goblin Barrel Ice Wizard Bandit Electro Wizard
The Log
Goblins Royal Giant Goblin Barrel Bandit
Earthquake
Goblin Barrel
Arrows
Goblins Goblin Barrel
Royal Delivery
Goblins Goblin Barrel Ice Wizard Bandit Electro Wizard
Fireball
Goblin Barrel Ice Wizard Bandit Electro Wizard
Poison
Ice Wizard Electro Wizard
Lightning
Ice Wizard Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Poison 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.

Poison 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.

Royal Giant 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.

Goblins Goblin Barrel 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.

Goblins Goblin Barrel Ice Wizard Bandit Poison Electro Wizard Royal Giant Golem

Shortest cycle

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

11 Goblins Goblin Barrel Ice Wizard Bandit

Attack Synergies 4 11

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
Royal Giant
Royal Giant
Goblin Barrel Poison Ice Wizard Goblins Bandit Electro Wizard
Goblin Barrel
Royal Giant Golem Ice Wizard Bandit
Poison
Royal Giant Golem
Golem
Poison Goblin Barrel Ice Wizard Bandit Electro Wizard
Ice Wizard
Royal Giant Goblin Barrel Golem Bandit
Bandit
Royal Giant Goblin Barrel Golem Ice Wizard Electro Wizard
Electro Wizard
Royal Giant Golem Bandit

Defense Synergies 0 8

Goblins
Poison Ice Wizard Bandit Electro Wizard
Royal Giant
Goblin Barrel
Poison
Goblins Ice Wizard Electro Wizard
Golem
Ice Wizard
Goblins Poison Bandit
Bandit
Goblins Ice Wizard Electro Wizard
Electro Wizard
Goblins Poison Bandit

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.

Electro Wizard
Goblins Ice Wizard Bandit Electro Wizard
Goblins Ice Wizard Bandit Electro Wizard
Goblins Ice Wizard Bandit Electro Wizard
Poison
Goblins Ice Wizard Bandit Electro Wizard
Electro Wizard Poison Ice Wizard
Poison Bandit Electro Wizard
Goblins Ice Wizard
Goblins Ice Wizard Bandit Electro Wizard
Goblins Poison Ice Wizard Electro Wizard Bandit
Poison Ice Wizard Electro Wizard
Ice Wizard Bandit Electro Wizard
Goblins Poison Electro Wizard
Bandit Electro Wizard
Bandit Electro Wizard
Goblins Poison Electro Wizard
Goblins Ice Wizard Bandit Electro Wizard
Poison Ice Wizard Bandit Electro Wizard
Electro Wizard
Goblins Poison Bandit Electro Wizard

Counters to secondary win conditions

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

Goblins Bandit Electro Wizard
Poison Bandit Electro Wizard
Bandit Goblins Electro Wizard
Bandit Electro Wizard
Bandit
Poison Ice Wizard Electro Wizard
Goblins Ice Wizard Bandit Electro Wizard
Electro Wizard Goblins Poison Bandit
Poison Electro Wizard
Bandit
Electro Wizard Goblins Poison
Poison 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.)

Poison Bandit
Poison Ice Wizard Bandit Electro Wizard
Poison Bandit
Poison
Poison
Poison Ice Wizard
Poison
Poison Ice Wizard
Poison Bandit
Goblins Poison Electro Wizard
Poison Bandit Electro Wizard
Poison
Poison Bandit
Poison Bandit
Poison
Poison Bandit
Poison Bandit
Poison
Poison Bandit Electro Wizard
Poison
Poison
Poison
Poison
Poison Ice Wizard
Poison Ice Wizard Bandit Electro Wizard
Poison Bandit
Poison Bandit
Poison Ice Wizard Electro Wizard
Electro Wizard Poison
Poison Bandit
Poison Electro Wizard
Poison
Electro Wizard Bandit
Poison Ice Wizard Electro Wizard
Poison Electro Wizard
Poison
Poison
Poison Electro Wizard
Poison Electro Wizard
Poison Bandit Electro Wizard

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