My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Gang Zappies Ice Wizard Phoenix

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.

Elixir Golem Zappies Ice Wizard Phoenix Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Barbarian Barrel

Punishments

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

Goblin Gang Elixir Golem Mega Knight

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.

Goblin Gang Barbarians Elixir Golem Barbarian Barrel Phoenix Mega Knight

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 Elixir Golem Phoenix
Giant Snowball
Goblin Gang Barbarians Zappies
Zap
Goblin Gang Zappies
Barbarian Barrel
Goblin Gang Barbarians Elixir Golem Zappies Ice Wizard
The Log
Goblin Gang Barbarians Elixir Golem Zappies
Earthquake
Goblin Gang Barbarians Elixir Golem Zappies
Arrows
Goblin Gang Zappies
Royal Delivery
Goblin Gang Barbarians Elixir Golem Zappies Ice Wizard
Fireball
Goblin Gang Barbarians Elixir Golem Zappies Ice Wizard
Poison
Goblin Gang Barbarians Elixir Golem Zappies Ice Wizard Phoenix
Lightning
Ice Wizard Phoenix
Rocket
Barbarians Phoenix

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Barbarian Barrel Ice Wizard Mega Knight

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.

Elixir Golem Ice Wizard Mega Knight

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Barbarian Barrel Goblin Gang Elixir Golem Ice Wizard Zappies Phoenix Barbarians Mega Knight

Shortest cycle

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

11 Barbarian Barrel Goblin Gang Elixir Golem 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.

Goblin Gang
Elixir Golem
Barbarians
Elixir Golem
Goblin Gang Zappies Barbarian Barrel Ice Wizard
Zappies
Elixir Golem Barbarian Barrel Mega Knight
Barbarian Barrel
Elixir Golem Zappies Ice Wizard Mega Knight
Ice Wizard
Elixir Golem Barbarian Barrel
Phoenix
Mega Knight
Zappies Barbarian Barrel

Defense Synergies 0 10

Goblin Gang
Barbarians Zappies Barbarian Barrel Ice Wizard
Barbarians
Goblin Gang Zappies
Elixir Golem
Zappies
Goblin Gang Barbarians Barbarian Barrel Mega Knight
Barbarian Barrel
Goblin Gang Zappies Ice Wizard Mega Knight
Ice Wizard
Goblin Gang Barbarian Barrel Mega Knight
Phoenix
Mega Knight
Zappies Barbarian Barrel 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.

Zappies Barbarian Barrel
Barbarians Goblin Gang Zappies Ice Wizard Phoenix Mega Knight
Goblin Gang Barbarians Mega Knight Zappies Ice Wizard
Barbarians Goblin Gang Zappies Ice Wizard Phoenix Mega Knight
Barbarians Barbarian Barrel Mega Knight
Goblin Gang Barbarian Barrel Zappies Ice Wizard Mega Knight
Goblin Gang Zappies Ice Wizard Phoenix
Barbarians Barbarian Barrel Phoenix Mega Knight
Barbarians Zappies Goblin Gang Ice Wizard Phoenix
Goblin Gang Barbarians Zappies Barbarian Barrel Ice Wizard Phoenix Mega Knight
Goblin Gang Barbarians Ice Wizard Zappies Barbarian Barrel Mega Knight
Goblin Gang Zappies Ice Wizard Phoenix
Barbarians Mega Knight Goblin Gang Zappies Ice Wizard
Mega Knight Goblin Gang Barbarians Zappies Barbarian Barrel
Barbarians Goblin Gang Zappies Phoenix Mega Knight
Barbarians Goblin Gang Zappies Mega Knight
Barbarians Mega Knight Goblin Gang Zappies
Mega Knight Goblin Gang Barbarians Zappies Barbarian Barrel Ice Wizard
Barbarian Barrel Barbarians Zappies Ice Wizard Mega Knight
Barbarians Zappies Phoenix
Goblin Gang Mega Knight Barbarians Zappies Barbarian Barrel

Counters to secondary win conditions

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

Goblin Gang Barbarians Mega Knight Zappies Barbarian Barrel
Goblin Gang Barbarian Barrel Phoenix Mega Knight
Goblin Gang Barbarians Zappies Mega Knight
Goblin Gang Mega Knight Barbarians Zappies Barbarian Barrel Phoenix
Barbarians Goblin Gang Zappies Phoenix Mega Knight
Goblin Gang Zappies Ice Wizard
Goblin Gang Barbarians Zappies Ice Wizard Phoenix
Mega Knight Barbarians Zappies Phoenix
Mega Knight Barbarians Zappies Barbarian Barrel Phoenix
Goblin Gang Barbarians Zappies Phoenix
Mega Knight Barbarians Zappies Phoenix
Mega Knight Barbarians Phoenix
Barbarians Mega Knight Goblin Gang Zappies
Barbarians Zappies Mega Knight
Goblin Gang Barbarians Zappies Phoenix Barbarian Barrel
Mega Knight Barbarians Zappies Barbarian Barrel Ice Wizard Phoenix

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.)

Barbarian Barrel
Barbarian Barrel Ice Wizard
Barbarian Barrel
Barbarians Barbarian Barrel
Barbarian Barrel Mega Knight
Ice Wizard
Barbarian Barrel Ice Wizard
Goblin Gang
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel Mega Knight
Barbarian Barrel
Barbarian Barrel Mega Knight
Barbarian Barrel Mega Knight
Mega Knight
Barbarians Barbarian Barrel
Barbarian Barrel Ice Wizard Mega Knight
Barbarian Barrel Ice Wizard
Mega Knight
Barbarian Barrel
Ice Wizard
Zappies
Mega Knight
Zappies
Mega Knight
Goblin Gang Barbarians Zappies Barbarian Barrel
Zappies Ice Wizard
Barbarian Barrel
Goblin Gang Mega Knight
Mega Knight
Goblin Gang Zappies
Zappies
Barbarian Barrel Mega Knight

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