My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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.

Bomber Giant Witch Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

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.

Goblin Gang 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.

Goblin Gang Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Witch 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

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.

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.

Goblin Gang 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Rage Goblin Gang Skeleton Army Ice Wizard Electro Wizard Giant Witch

Shortest cycle

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

10 Bomber Rage Goblin Gang Skeleton Army

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
Giant
Goblin Gang
Giant
Giant
Bomber Rage Goblin Gang Witch Ice Wizard Electro Wizard
Rage
Giant Witch Electro Wizard
Skeleton Army
Witch
Rage Giant
Ice Wizard
Giant
Electro Wizard
Giant Rage

Defense Synergies 0 8

Bomber
Electro Wizard
Goblin Gang
Skeleton Army Ice Wizard Electro Wizard
Giant
Rage
Skeleton Army
Goblin Gang Ice Wizard Electro Wizard
Witch
Ice Wizard Electro Wizard
Ice Wizard
Goblin Gang Skeleton Army Witch
Electro Wizard
Bomber Goblin Gang Skeleton Army 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.

Bomber Electro Wizard
Skeleton Army Bomber Goblin Gang Witch Ice Wizard Electro Wizard
Goblin Gang Skeleton Army Witch Bomber Ice Wizard Electro Wizard
Skeleton Army Witch Bomber Goblin Gang Ice Wizard Electro Wizard
Bomber Skeleton Army
Goblin Gang Skeleton Army Bomber Ice Wizard Electro Wizard
Electro Wizard Goblin Gang Witch Ice Wizard
Electro Wizard
Witch Goblin Gang Skeleton Army Ice Wizard
Goblin Gang Skeleton Army Bomber Ice Wizard Electro Wizard
Goblin Gang Skeleton Army Witch Ice Wizard Electro Wizard Bomber
Goblin Gang Witch Ice Wizard Electro Wizard
Skeleton Army Bomber Goblin Gang Witch Ice Wizard Electro Wizard
Bomber Skeleton Army Goblin Gang Witch Electro Wizard
Skeleton Army Goblin Gang Electro Wizard
Skeleton Army Goblin Gang Electro Wizard
Bomber Goblin Gang Skeleton Army Witch Electro Wizard
Bomber Goblin Gang Skeleton Army Witch Ice Wizard Electro Wizard
Witch Bomber Ice Wizard Electro Wizard
Electro Wizard
Bomber Goblin Gang Skeleton Army Witch Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Witch Electro Wizard
Electro Wizard Bomber Goblin Gang
Goblin Gang Skeleton Army Witch Electro Wizard
Goblin Gang Skeleton Army Electro Wizard
Goblin Gang Skeleton Army Witch
Goblin Gang Witch Ice Wizard Electro Wizard
Goblin Gang Skeleton Army Witch Ice Wizard Electro Wizard
Skeleton Army
Electro Wizard Skeleton Army Witch
Witch Goblin Gang Skeleton Army
Witch
Skeleton Army Electro Wizard
Skeleton Army Goblin Gang Witch
Bomber Skeleton Army Witch
Goblin Gang Skeleton Army Witch Electro Wizard Bomber
Bomber 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.)

Ice Wizard Electro Wizard
Bomber
Witch Ice Wizard
Bomber Witch
Ice Wizard
Goblin Gang Electro Wizard
Electro Wizard
Bomber Witch
Bomber
Bomber Electro Wizard
Bomber Witch
Bomber Witch Ice Wizard
Witch
Witch Ice Wizard Electro Wizard
Witch
Witch Ice Wizard Electro Wizard
Electro Wizard Witch
Bomber
Electro Wizard
Electro Wizard Goblin Gang Skeleton Army Witch
Witch Ice Wizard Electro Wizard
Goblin Gang Electro Wizard
Bomber
Goblin Gang Witch Electro Wizard
Witch Electro Wizard
Witch Electro Wizard

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