My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Archers Wizard 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.

Archers Wizard Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Miner

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.

Hog Rider Miner

Pump responses

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

Miner

Dropped at the bridge

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

Barbarians 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 Miner 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
Archers Hog Rider Skeleton Army Miner
Giant Snowball
Archers Barbarians Hog Rider Skeleton Army Miner
Zap
Archers Skeleton Army
Barbarian Barrel
Archers Barbarians Wizard Skeleton Army Ice Wizard Electro Wizard
The Log
Archers Barbarians Hog Rider Skeleton Army
Earthquake
Archers Barbarians Hog Rider Skeleton Army
Arrows
Archers Skeleton Army
Royal Delivery
Archers Barbarians Hog Rider Wizard Skeleton Army Miner Ice Wizard Electro Wizard
Fireball
Archers Barbarians Hog Rider Wizard Skeleton Army Ice Wizard Electro Wizard
Poison
Archers Barbarians Wizard Skeleton Army Ice Wizard Electro Wizard
Lightning
Wizard Ice Wizard Electro Wizard
Rocket
Barbarians Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Skeleton Army Miner 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.

Barbarians Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Skeleton Army Miner Ice Wizard Hog Rider Electro Wizard Barbarians Wizard

Shortest cycle

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

12 Archers Skeleton Army Miner Ice Wizard

Attack Synergies 0 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.

Archers
Hog Rider Miner
Barbarians
Hog Rider
Hog Rider
Archers Barbarians Wizard Electro Wizard
Wizard
Hog Rider Miner
Skeleton Army
Miner
Archers Wizard Electro Wizard
Ice Wizard
Electro Wizard
Hog Rider Miner

Defense Synergies 0 9

Archers
Skeleton Army Ice Wizard Electro Wizard
Barbarians
Skeleton Army
Hog Rider
Wizard
Skeleton Army Ice Wizard Electro Wizard
Skeleton Army
Archers Barbarians Wizard Ice Wizard Electro Wizard
Miner
Ice Wizard
Archers Wizard Skeleton Army
Electro Wizard
Archers Wizard 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.

Wizard Electro Wizard
Barbarians Skeleton Army Ice Wizard Electro Wizard
Barbarians Skeleton Army Archers Ice Wizard Electro Wizard
Barbarians Skeleton Army Ice Wizard Electro Wizard
Barbarians Skeleton Army
Skeleton Army Archers Ice Wizard Electro Wizard
Electro Wizard Archers Wizard Ice Wizard
Barbarians Electro Wizard
Barbarians Skeleton Army Ice Wizard
Skeleton Army Archers Barbarians Miner Ice Wizard Electro Wizard
Archers Barbarians Skeleton Army Ice Wizard Electro Wizard Wizard
Archers Wizard Ice Wizard Electro Wizard
Barbarians Skeleton Army Wizard Ice Wizard Electro Wizard
Wizard Skeleton Army Barbarians Electro Wizard
Barbarians Skeleton Army Electro Wizard
Barbarians Skeleton Army Electro Wizard
Barbarians Wizard Skeleton Army Electro Wizard
Archers Barbarians Wizard Skeleton Army Ice Wizard Electro Wizard
Wizard Archers Barbarians Ice Wizard Electro Wizard
Barbarians Electro Wizard
Wizard Skeleton Army Archers Barbarians Electro Wizard

Counters to secondary win conditions

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

Barbarians Skeleton Army Archers Electro Wizard
Electro Wizard Archers Wizard Miner
Barbarians Skeleton Army Electro Wizard
Skeleton Army Barbarians Electro Wizard
Barbarians Skeleton Army
Wizard Archers Ice Wizard Electro Wizard
Skeleton Army Archers Barbarians Ice Wizard Electro Wizard
Barbarians Skeleton Army
Electro Wizard Barbarians Skeleton Army
Barbarians Skeleton Army
Barbarians
Skeleton Army Barbarians Electro Wizard
Barbarians Skeleton Army Wizard
Wizard Archers Barbarians Skeleton Army
Barbarians Skeleton Army Electro Wizard Archers
Archers Barbarians Wizard 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.)

Miner Ice Wizard Electro Wizard
Miner
Barbarians
Wizard
Wizard Ice Wizard
Archers Wizard
Wizard Ice Wizard
Miner Wizard
Electro Wizard
Miner Wizard Electro Wizard
Archers Wizard
Miner
Wizard
Wizard
Archers Wizard Electro Wizard
Wizard Miner
Wizard
Barbarians
Wizard Ice Wizard
Miner Wizard Ice Wizard Electro Wizard
Wizard Miner
Miner
Archers Wizard Ice Wizard Electro Wizard
Electro Wizard Wizard
Wizard Miner
Electro Wizard
Wizard
Electro Wizard Archers Barbarians Skeleton Army
Archers Wizard Ice Wizard Electro Wizard
Miner Wizard Electro Wizard
Wizard
Electro Wizard
Electro Wizard
Miner Electro Wizard

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