My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 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.

Minions Goblin Gang Wizard Witch 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.

Wizard Witch Golem Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows

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.

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 Golem

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Golem 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.

Minions Goblin Gang Wizard Witch 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.

Arrows Minions Goblin Gang Ice Wizard Electro Wizard Wizard Witch Golem

Shortest cycle

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

12 Arrows Minions Goblin Gang Ice Wizard

Attack Synergies 1 6

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.

Arrows
Golem
Minions
Golem
Goblin Gang
Golem
Wizard
Golem
Witch
Golem
Golem
Arrows Minions Goblin Gang Wizard Witch Ice Wizard Electro Wizard
Ice Wizard
Golem
Electro Wizard
Golem

Defense Synergies 0 9

Arrows
Ice Wizard
Minions
Ice Wizard Electro Wizard
Goblin Gang
Ice Wizard Electro Wizard
Wizard
Ice Wizard Electro Wizard
Witch
Ice Wizard Electro Wizard
Golem
Ice Wizard
Arrows Minions Goblin Gang Wizard Witch
Electro Wizard
Minions Goblin Gang Wizard Witch

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.

Minions Wizard Electro Wizard
Minions Goblin Gang Witch Ice Wizard Electro Wizard
Goblin Gang Witch Minions Ice Wizard Electro Wizard
Witch Minions Goblin Gang Ice Wizard Electro Wizard
Arrows
Arrows Goblin Gang Minions Ice Wizard Electro Wizard
Minions Electro Wizard Arrows Goblin Gang Wizard Witch Ice Wizard
Arrows Electro Wizard
Witch Minions Goblin Gang Ice Wizard
Goblin Gang Ice Wizard Electro Wizard
Minions Goblin Gang Witch Ice Wizard Electro Wizard Arrows Wizard
Arrows Minions Goblin Gang Wizard Witch Ice Wizard Electro Wizard
Minions Goblin Gang Wizard Witch Ice Wizard Electro Wizard
Wizard Arrows Minions Goblin Gang Witch Electro Wizard
Goblin Gang Electro Wizard
Goblin Gang Electro Wizard
Wizard Arrows Minions Goblin Gang Witch Electro Wizard
Arrows Minions Goblin Gang Wizard Witch Ice Wizard Electro Wizard
Arrows Wizard Witch Minions Ice Wizard Electro Wizard
Electro Wizard
Goblin Gang Wizard Arrows Minions Witch Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Witch Electro Wizard
Electro Wizard Arrows Goblin Gang Wizard
Goblin Gang Minions Witch Electro Wizard
Goblin Gang Electro Wizard
Goblin Gang Witch
Arrows Wizard Minions Goblin Gang Witch Ice Wizard Electro Wizard
Goblin Gang Minions Witch Ice Wizard Electro Wizard
Electro Wizard Minions Witch
Witch Goblin Gang
Minions Witch
Arrows Electro Wizard
Goblin Gang Wizard Witch
Wizard Witch
Goblin Gang Witch Electro Wizard Minions
Arrows Minions Wizard Witch 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.)

Arrows
Arrows Ice Wizard Electro Wizard
Arrows
Arrows
Wizard Arrows
Arrows Wizard Minions Witch Ice Wizard
Arrows Wizard Witch
Arrows Wizard Ice Wizard
Arrows Wizard
Minions Goblin Gang Electro Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows Minions
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Minions
Arrows Wizard Electro Wizard
Arrows Wizard Witch
Minions
Arrows Wizard
Arrows
Arrows Wizard Witch Ice Wizard
Witch
Arrows Wizard Witch Ice Wizard Electro Wizard
Arrows Wizard Witch
Arrows
Arrows Wizard Witch Ice Wizard Electro Wizard
Electro Wizard Minions Wizard Witch
Arrows Wizard
Arrows Electro Wizard
Arrows Wizard
Electro Wizard Minions Goblin Gang Witch
Arrows Wizard Witch Ice Wizard Electro Wizard
Arrows
Goblin Gang Wizard Electro Wizard
Arrows Wizard
Arrows
Minions Goblin Gang Witch Electro Wizard
Witch Electro Wizard
Witch Electro Wizard

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