My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Ice Golem 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.

Ice Golem Bandit Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap The Log

Punishments

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

Goblin Gang Hog Rider Bandit

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 Ice Golem Hog Rider Bandit

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 Bandit 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
Goblin Gang Hog Rider Bandit
Giant Snowball
Goblin Gang Hog Rider
Zap
Goblin Gang Inferno Tower Bandit
Barbarian Barrel
Goblin Gang Inferno Tower Bandit Electro Wizard
The Log
Goblin Gang Hog Rider Bandit
Earthquake
Goblin Gang Hog Rider Inferno Tower
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Hog Rider Bandit Electro Wizard
Fireball
Goblin Gang Hog Rider Inferno Tower Bandit Electro Wizard
Poison
Goblin Gang Inferno Tower Electro Wizard
Lightning
Ice Golem Inferno Tower Bandit Electro Wizard
Rocket
Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem The Log

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.

Ice Golem Inferno Tower

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 Ice Golem 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Ice Golem The Log Goblin Gang Bandit Hog Rider Electro Wizard Inferno Tower

Shortest cycle

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

9 Zap Ice Golem The Log Goblin Gang

Attack Synergies 6 9

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
Hog Rider Electro Wizard Ice Golem The Log Bandit
Goblin Gang
Ice Golem Hog Rider Bandit
Ice Golem
Goblin Gang Hog Rider Zap Electro Wizard
Hog Rider
Zap Goblin Gang Ice Golem The Log Bandit Electro Wizard
Inferno Tower
The Log
Hog Rider Zap Bandit
Bandit
Zap Goblin Gang Hog Rider The Log Electro Wizard
Electro Wizard
Zap Ice Golem Hog Rider Bandit

Defense Synergies 5 16

Zap
Electro Wizard Goblin Gang Ice Golem Inferno Tower The Log Bandit
Goblin Gang
Inferno Tower Zap Ice Golem The Log Bandit Electro Wizard
Ice Golem
Inferno Tower Zap Goblin Gang The Log Bandit Electro Wizard
Hog Rider
Inferno Tower
Goblin Gang Ice Golem The Log Electro Wizard Zap Bandit
The Log
Inferno Tower Zap Goblin Gang Ice Golem Bandit Electro Wizard
Bandit
Zap Goblin Gang Ice Golem Inferno Tower The Log Electro Wizard
Electro Wizard
Zap Inferno Tower Goblin Gang Ice Golem The Log Bandit

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 Ice Golem Inferno Tower The Log Electro Wizard
Inferno Tower Zap Goblin Gang The Log Bandit Electro Wizard
Goblin Gang Inferno Tower Bandit Electro Wizard
Inferno Tower Goblin Gang Bandit Electro Wizard
The Log
Goblin Gang The Log Zap Bandit Electro Wizard
Inferno Tower Electro Wizard Zap Goblin Gang
Zap Ice Golem Inferno Tower The Log Bandit Electro Wizard
Inferno Tower Goblin Gang
Goblin Gang Ice Golem Inferno Tower Bandit Electro Wizard
Goblin Gang Electro Wizard Zap Ice Golem The Log Bandit
Inferno Tower Zap Goblin Gang Electro Wizard
Inferno Tower Zap Goblin Gang The Log Bandit Electro Wizard
Zap Goblin Gang The Log Electro Wizard
Inferno Tower Goblin Gang Bandit Electro Wizard
Inferno Tower Zap Goblin Gang The Log Bandit Electro Wizard
Goblin Gang Inferno Tower Electro Wizard
Zap Goblin Gang The Log Bandit Electro Wizard
Zap The Log Ice Golem Bandit Electro Wizard
Inferno Tower Electro Wizard
Goblin Gang The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Ice Golem Inferno Tower Bandit Electro Wizard
Bandit Electro Wizard Zap Goblin Gang Ice Golem The Log
Goblin Gang Bandit Zap Ice Golem Inferno Tower The Log Electro Wizard
Goblin Gang Zap Ice Golem Inferno Tower The Log Bandit Electro Wizard
Inferno Tower Goblin Gang Bandit
Zap Goblin Gang Ice Golem Electro Wizard
Goblin Gang Ice Golem Inferno Tower Bandit Electro Wizard
Inferno Tower
Zap Electro Wizard Ice Golem Inferno Tower The Log Bandit
Inferno Tower Goblin Gang
Inferno Tower
Zap The Log Electro Wizard
Goblin Gang Ice Golem Inferno Tower Bandit
Goblin Gang Inferno Tower Electro Wizard Zap Ice Golem The Log
Zap Ice Golem Inferno Tower The Log 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.)

Ice Golem The Log Bandit
Zap The Log Bandit Electro Wizard
The Log Bandit
Ice Golem The Log
Zap The Log
Zap Ice Golem
The Log
The Log Zap Ice Golem
The Log Zap Bandit
Goblin Gang Electro Wizard
Zap The Log Bandit Electro Wizard
Zap
Ice Golem The Log Bandit
Bandit
Zap Ice Golem The Log
Zap The Log Bandit
The Log Bandit
Zap The Log Bandit Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap Ice Golem The Log
The Log Zap Bandit Electro Wizard
Zap The Log Bandit
Zap The Log Bandit
Zap Ice Golem Electro Wizard
Zap Electro Wizard
Zap The Log Bandit
Zap Electro Wizard
The Log
Zap Electro Wizard Goblin Gang Bandit
Zap Electro Wizard
The Log
Goblin Gang Electro Wizard
The Log Zap Ice Golem
Zap
Zap Goblin Gang The Log Electro Wizard
Zap Electro Wizard
Zap The Log Bandit Electro Wizard

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