My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Three Musketeers Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Cage Three Musketeers Giant Skeleton Ice Wizard

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Earthquake

Punishments

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

Goblin Gang

Pump responses

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

Earthquake

Dropped at the bridge

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

Electro Spirit Goblin Gang Barbarians Giant Skeleton

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 Giant Skeleton

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 Three Musketeers Giant Skeleton
Giant Snowball
Goblin Gang Barbarians Three Musketeers
Zap
Goblin Gang Three Musketeers
Barbarian Barrel
Electro Spirit Goblin Gang Barbarians Goblin Cage Three Musketeers Giant Skeleton Ice Wizard
The Log
Electro Spirit Goblin Gang Barbarians Goblin Cage Three Musketeers Giant Skeleton
Earthquake
Goblin Gang Barbarians Goblin Cage
Arrows
Electro Spirit Goblin Gang
Royal Delivery
Electro Spirit Goblin Gang Barbarians Goblin Cage Three Musketeers Giant Skeleton Ice Wizard
Fireball
Goblin Gang Barbarians Goblin Cage Three Musketeers Ice Wizard
Poison
Goblin Gang Barbarians Goblin Cage Three Musketeers Ice Wizard
Lightning
Goblin Cage Three Musketeers Ice Wizard
Rocket
Barbarians Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Earthquake 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 Giant Skeleton Ice Wizard

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 Three Musketeers 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 Goblin Gang Earthquake Ice Wizard Goblin Cage Barbarians Giant Skeleton Three Musketeers

Shortest cycle

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

10 Electro Spirit Goblin Gang Earthquake Ice Wizard

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.

Electro Spirit
Giant Skeleton
Goblin Gang
Goblin Cage Three Musketeers Giant Skeleton
Barbarians
Earthquake
Giant Skeleton
Goblin Cage
Goblin Gang Three Musketeers Giant Skeleton
Three Musketeers
Goblin Gang Goblin Cage
Giant Skeleton
Electro Spirit Goblin Gang Earthquake Goblin Cage Ice Wizard
Ice Wizard
Giant Skeleton

Defense Synergies 0 8

Electro Spirit
Goblin Gang
Barbarians Goblin Cage Giant Skeleton Ice Wizard
Barbarians
Goblin Gang
Earthquake
Goblin Cage Ice Wizard
Goblin Cage
Goblin Gang Earthquake Ice Wizard
Three Musketeers
Giant Skeleton
Goblin Gang Ice Wizard
Ice Wizard
Goblin Gang Earthquake Goblin Cage Giant Skeleton

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.

Earthquake Goblin Cage
Barbarians Goblin Gang Goblin Cage Three Musketeers Ice Wizard
Goblin Gang Barbarians Goblin Cage Three Musketeers Giant Skeleton Ice Wizard
Barbarians Goblin Cage Three Musketeers Goblin Gang Ice Wizard
Barbarians Earthquake Goblin Cage Giant Skeleton
Goblin Gang Electro Spirit Earthquake Ice Wizard
Three Musketeers Electro Spirit Goblin Gang Goblin Cage Ice Wizard
Earthquake Electro Spirit Barbarians Goblin Cage Giant Skeleton
Barbarians Three Musketeers Goblin Gang Goblin Cage Ice Wizard
Goblin Gang Barbarians Giant Skeleton Ice Wizard
Goblin Gang Barbarians Ice Wizard Electro Spirit Earthquake Giant Skeleton
Three Musketeers Goblin Gang Ice Wizard
Barbarians Goblin Cage Goblin Gang Earthquake Three Musketeers Giant Skeleton Ice Wizard
Three Musketeers Electro Spirit Goblin Gang Barbarians Earthquake Goblin Cage
Barbarians Goblin Gang Goblin Cage Three Musketeers
Barbarians Goblin Gang Goblin Cage Three Musketeers
Barbarians Three Musketeers Goblin Gang Goblin Cage
Goblin Cage Electro Spirit Goblin Gang Barbarians Three Musketeers Ice Wizard
Earthquake Goblin Cage Electro Spirit Barbarians Giant Skeleton Ice Wizard
Barbarians Goblin Cage Three Musketeers
Goblin Gang Electro Spirit Barbarians Earthquake Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Barbarians Goblin Cage Giant Skeleton
Goblin Gang
Goblin Gang Barbarians Giant Skeleton Goblin Cage
Goblin Gang Giant Skeleton Barbarians Goblin Cage
Barbarians Giant Skeleton Goblin Gang Goblin Cage Three Musketeers
Electro Spirit Goblin Gang Three Musketeers Ice Wizard
Goblin Gang Barbarians Goblin Cage Giant Skeleton Ice Wizard
Giant Skeleton Barbarians Goblin Cage
Goblin Cage Giant Skeleton Electro Spirit Barbarians
Goblin Gang Barbarians Goblin Cage Three Musketeers
Barbarians Goblin Cage Giant Skeleton
Barbarians Goblin Cage Giant Skeleton
Barbarians Giant Skeleton Goblin Gang Goblin Cage Three Musketeers
Barbarians Goblin Cage Three Musketeers
Goblin Gang Barbarians Electro Spirit Goblin Cage Three Musketeers Giant Skeleton
Electro Spirit Barbarians Earthquake Goblin Cage 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.)

Earthquake Giant Skeleton
Ice Wizard
Earthquake Giant Skeleton
Earthquake Barbarians Giant Skeleton
Earthquake
Electro Spirit Ice Wizard
Earthquake
Earthquake Ice Wizard
Goblin Gang Three Musketeers
Earthquake
Earthquake Three Musketeers
Earthquake
Earthquake
Earthquake Three Musketeers
Earthquake Three Musketeers
Earthquake Three Musketeers
Earthquake Three Musketeers
Earthquake
Earthquake Giant Skeleton
Earthquake Barbarians
Earthquake Electro Spirit Ice Wizard
Earthquake Ice Wizard
Ice Wizard
Electro Spirit
Earthquake
Electro Spirit
Giant Skeleton
Earthquake
Earthquake Electro Spirit Goblin Gang Barbarians
Three Musketeers Ice Wizard
Goblin Gang Three Musketeers
Earthquake
Giant Skeleton
Three Musketeers
Electro Spirit Goblin Gang Giant Skeleton
Giant Skeleton

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