My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bomber 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 Goblin Giant

Damage spells

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

Rage

Punishments

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

Royal Giant 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.

Barbarians Royal Giant Goblin Giant

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
Bomber Royal Giant Skeleton Army
Giant Snowball
Bomber Barbarians Skeleton Army
Zap
Bomber Royal Giant Skeleton Army Goblin Giant
Barbarian Barrel
Bomber Barbarians Skeleton Army Ice Wizard
The Log
Bomber Barbarians Royal Giant Skeleton Army
Earthquake
Bomber Barbarians Skeleton Army
Arrows
Bomber Skeleton Army
Royal Delivery
Bomber Barbarians Skeleton Army Ice Wizard Mother Witch
Fireball
Bomber Barbarians Skeleton Army Ice Wizard Mother Witch
Poison
Bomber Barbarians Skeleton Army Ice Wizard Mother Witch
Lightning
Ice Wizard Mother Witch
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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.

Rage Skeleton Army 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 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Rage Skeleton Army Ice Wizard Mother Witch Barbarians Royal Giant Goblin Giant

Shortest cycle

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

10 Bomber Rage Skeleton Army Ice Wizard

Attack Synergies 3 5

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.

Bomber
Royal Giant Goblin Giant
Barbarians
Royal Giant
Bomber Ice Wizard Mother Witch
Rage
Goblin Giant Mother Witch
Skeleton Army
Goblin Giant
Bomber Rage Ice Wizard Mother Witch
Ice Wizard
Royal Giant Goblin Giant
Mother Witch
Royal Giant Rage Goblin Giant

Defense Synergies 0 3

Bomber
Barbarians
Skeleton Army
Royal Giant
Rage
Skeleton Army
Barbarians Ice Wizard
Goblin Giant
Ice Wizard
Skeleton Army Mother Witch
Mother Witch
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.

Bomber Goblin Giant
Barbarians Skeleton Army Bomber Ice Wizard
Barbarians Skeleton Army Bomber Ice Wizard
Barbarians Skeleton Army Bomber Ice Wizard
Bomber Barbarians Skeleton Army
Skeleton Army Bomber Ice Wizard Mother Witch
Ice Wizard
Barbarians Goblin Giant
Barbarians Skeleton Army Ice Wizard
Skeleton Army Bomber Barbarians Ice Wizard
Barbarians Skeleton Army Ice Wizard Mother Witch Bomber Goblin Giant
Ice Wizard
Barbarians Skeleton Army Bomber Ice Wizard
Bomber Skeleton Army Barbarians
Barbarians Skeleton Army
Barbarians Skeleton Army
Barbarians Bomber Skeleton Army
Bomber Barbarians Skeleton Army Ice Wizard
Bomber Barbarians Ice Wizard Mother Witch
Barbarians
Bomber Skeleton Army Barbarians Goblin Giant Mother Witch

Counters to secondary win conditions

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

Barbarians Skeleton Army
Bomber
Barbarians Skeleton Army Goblin Giant
Skeleton Army Barbarians Goblin Giant
Barbarians Skeleton Army Goblin Giant
Mother Witch Goblin Giant Ice Wizard
Skeleton Army Barbarians Goblin Giant Ice Wizard
Barbarians Skeleton Army Goblin Giant
Barbarians Skeleton Army
Barbarians Skeleton Army Goblin Giant
Barbarians
Skeleton Army Barbarians Goblin Giant
Barbarians Skeleton Army Goblin Giant
Bomber Barbarians Skeleton Army
Barbarians Skeleton Army Bomber Goblin Giant
Bomber 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.)

Ice Wizard
Goblin Giant
Barbarians
Bomber
Mother Witch Goblin Giant Ice Wizard
Bomber
Ice Wizard
Bomber
Bomber
Bomber
Bomber Mother Witch
Barbarians
Mother Witch Bomber Ice Wizard
Ice Wizard
Ice Wizard Mother Witch
Bomber
Barbarians Skeleton Army
Ice Wizard
Bomber
Goblin Giant

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