My Best Clash Royale Deck

Deck Check Rating

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

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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Goblin Gang Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Balloon Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Freeze

Punishments

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

Goblin Gang Balloon

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 Balloon

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.

Balloon 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 Balloon
Giant Snowball
Minions Goblin Gang Barbarians Balloon
Zap
Minions Goblin Gang Inferno Tower Balloon
Barbarian Barrel
Goblin Gang Barbarians Inferno Tower Electro Wizard
The Log
Goblin Gang Barbarians
Earthquake
Goblin Gang Barbarians Inferno Tower
Arrows
Minions Goblin Gang
Royal Delivery
Minions Goblin Gang Barbarians Balloon Electro Wizard
Fireball
Minions Goblin Gang Barbarians Inferno Tower Balloon Electro Wizard
Poison
Minions Goblin Gang Barbarians Inferno Tower Balloon Electro Wizard
Lightning
Inferno Tower Balloon Electro Wizard
Rocket
Barbarians Inferno Tower Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze

Ladder info

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.

Inferno Tower Freeze

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 Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Minions Goblin Gang Freeze Electro Wizard Barbarians Inferno Tower Balloon

Shortest cycle

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

12 Zap Minions Goblin Gang Freeze

Attack Synergies 3 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.

Zap
Balloon Electro Wizard Minions Freeze
Minions
Zap Balloon
Goblin Gang
Balloon
Barbarians
Balloon
Inferno Tower
Freeze
Balloon Zap
Balloon
Zap Freeze Minions Goblin Gang Barbarians Electro Wizard
Electro Wizard
Zap Balloon

Defense Synergies 3 10

Zap
Electro Wizard Minions Goblin Gang Barbarians Inferno Tower
Minions
Zap Inferno Tower Freeze Electro Wizard
Goblin Gang
Inferno Tower Zap Barbarians Electro Wizard
Barbarians
Zap Goblin Gang
Inferno Tower
Goblin Gang Electro Wizard Zap Minions
Freeze
Minions Electro Wizard
Balloon
Electro Wizard
Zap Inferno Tower Minions Goblin Gang Freeze

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.

Zap Minions Inferno Tower Electro Wizard
Barbarians Inferno Tower Zap Minions Goblin Gang Electro Wizard
Goblin Gang Barbarians Inferno Tower Minions Freeze Electro Wizard
Barbarians Inferno Tower Minions Goblin Gang Electro Wizard
Barbarians
Goblin Gang Freeze Zap Minions Electro Wizard
Minions Inferno Tower Electro Wizard Zap Goblin Gang Freeze
Zap Barbarians Inferno Tower Electro Wizard
Barbarians Inferno Tower Minions Goblin Gang
Goblin Gang Barbarians Inferno Tower Electro Wizard
Minions Goblin Gang Barbarians Electro Wizard Zap Freeze
Minions Inferno Tower Zap Goblin Gang Electro Wizard
Barbarians Inferno Tower Zap Minions Goblin Gang Freeze Electro Wizard
Zap Minions Goblin Gang Barbarians Freeze Electro Wizard
Barbarians Inferno Tower Goblin Gang Electro Wizard
Barbarians Inferno Tower Zap Goblin Gang Freeze Electro Wizard
Barbarians Minions Goblin Gang Inferno Tower Electro Wizard
Zap Minions Goblin Gang Barbarians Electro Wizard
Zap Freeze Minions Barbarians Electro Wizard
Barbarians Inferno Tower Electro Wizard
Goblin Gang Minions Barbarians Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Barbarians Zap Inferno Tower Electro Wizard
Electro Wizard Zap Goblin Gang
Goblin Gang Barbarians Zap Minions Inferno Tower Electro Wizard
Goblin Gang Zap Barbarians Inferno Tower Electro Wizard
Barbarians Inferno Tower Goblin Gang
Zap Minions Goblin Gang Freeze Electro Wizard
Goblin Gang Minions Barbarians Inferno Tower Electro Wizard
Inferno Tower Barbarians
Zap Freeze Electro Wizard Minions Barbarians Inferno Tower
Inferno Tower Goblin Gang Barbarians
Minions Barbarians Inferno Tower
Zap Barbarians Electro Wizard
Barbarians Goblin Gang Inferno Tower
Barbarians
Goblin Gang Barbarians Inferno Tower Electro Wizard Zap Minions Freeze
Minions Zap Barbarians Inferno Tower Freeze 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.)

Freeze
Zap Electro Wizard
Barbarians Freeze
Zap
Zap Minions Freeze
Zap Freeze
Zap
Minions Goblin Gang Electro Wizard
Zap Electro Wizard
Zap
Minions Freeze
Zap
Zap
Freeze
Minions
Zap Electro Wizard
Zap
Minions
Zap Barbarians
Zap Freeze
Zap Electro Wizard
Zap
Zap
Zap Electro Wizard
Zap Electro Wizard Minions Freeze
Zap
Zap Freeze Electro Wizard
Zap Electro Wizard Minions Goblin Gang Barbarians Freeze
Zap Electro Wizard
Freeze
Goblin Gang Electro Wizard
Zap
Zap
Zap Minions Goblin Gang Freeze Electro Wizard
Zap Electro Wizard
Zap Freeze Electro Wizard

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