My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Goblin Gang Ice Wizard Electro Wizard Inferno Dragon

Defensive buildings

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

Cannon

Investments

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

Giant Ice Wizard Electro Wizard Inferno Dragon

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.

Earthquake Poison

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.

Earthquake Poison

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
Goblin Gang Giant Inferno Dragon
Giant Snowball
Cannon Goblin Gang Inferno Dragon
Zap
Cannon Goblin Gang Inferno Dragon
Barbarian Barrel
Cannon Goblin Gang Ice Wizard Electro Wizard
The Log
Cannon Goblin Gang
Earthquake
Cannon Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Ice Wizard Electro Wizard Inferno Dragon
Fireball
Cannon Goblin Gang Ice Wizard Electro Wizard Inferno Dragon
Poison
Cannon Goblin Gang Ice Wizard Electro Wizard
Lightning
Cannon Ice Wizard Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Poison 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.

Poison Ice Wizard Inferno Dragon

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 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.

Cannon Goblin Gang Earthquake Ice Wizard Poison Electro Wizard Inferno Dragon Giant

Shortest cycle

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

12 Cannon Goblin Gang Earthquake Ice Wizard

Attack Synergies 2 3

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.

Cannon
Goblin Gang
Giant
Earthquake
Giant
Giant
Earthquake Poison Goblin Gang Ice Wizard Electro Wizard
Poison
Giant
Ice Wizard
Giant
Electro Wizard
Giant
Inferno Dragon

Defense Synergies 0 14

Cannon
Goblin Gang Earthquake Poison Ice Wizard Electro Wizard Inferno Dragon
Goblin Gang
Cannon Ice Wizard Electro Wizard Inferno Dragon
Earthquake
Cannon Ice Wizard
Giant
Poison
Cannon Ice Wizard Electro Wizard
Ice Wizard
Cannon Goblin Gang Earthquake Poison Inferno Dragon
Electro Wizard
Cannon Goblin Gang Poison Inferno Dragon
Inferno Dragon
Cannon Goblin Gang Ice Wizard Electro 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.

Earthquake Cannon Electro Wizard
Inferno Dragon Cannon Goblin Gang Ice Wizard Electro Wizard
Cannon Goblin Gang Ice Wizard Electro Wizard Inferno Dragon
Cannon Inferno Dragon Goblin Gang Ice Wizard Electro Wizard
Earthquake Poison
Goblin Gang Cannon Earthquake Ice Wizard Electro Wizard
Electro Wizard Inferno Dragon Cannon Goblin Gang Poison Ice Wizard
Earthquake Cannon Poison Electro Wizard
Cannon Inferno Dragon Goblin Gang Ice Wizard
Goblin Gang Cannon Ice Wizard Electro Wizard
Goblin Gang Poison Ice Wizard Electro Wizard Cannon Earthquake
Inferno Dragon Goblin Gang Poison Ice Wizard Electro Wizard
Cannon Goblin Gang Earthquake Ice Wizard Electro Wizard
Cannon Goblin Gang Earthquake Poison Electro Wizard
Inferno Dragon Cannon Goblin Gang Electro Wizard
Cannon Goblin Gang Electro Wizard Inferno Dragon
Cannon Goblin Gang Poison Electro Wizard
Cannon Goblin Gang Ice Wizard Electro Wizard
Earthquake Poison Cannon Ice Wizard Electro Wizard Inferno Dragon
Cannon Electro Wizard Inferno Dragon
Goblin Gang Cannon Earthquake Poison Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Electro Wizard
Poison Electro Wizard Goblin Gang Inferno Dragon
Goblin Gang Electro Wizard
Goblin Gang Electro Wizard
Cannon Goblin Gang Inferno Dragon
Poison Goblin Gang Ice Wizard Electro Wizard
Goblin Gang Ice Wizard Electro Wizard
Inferno Dragon
Electro Wizard Poison Inferno Dragon
Cannon Goblin Gang Inferno Dragon
Inferno Dragon
Poison Electro Wizard
Cannon Goblin Gang
Cannon
Goblin Gang Electro Wizard Poison Inferno Dragon
Poison Cannon Earthquake Ice Wizard Electro Wizard Inferno Dragon

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.)

Earthquake Poison
Poison Ice Wizard Electro Wizard
Earthquake Poison
Earthquake Poison
Poison Earthquake
Poison Ice Wizard
Earthquake Poison
Earthquake Poison Ice Wizard
Poison
Goblin Gang Poison Electro Wizard
Poison Earthquake Electro Wizard
Poison
Earthquake Poison
Earthquake Poison
Earthquake Poison
Earthquake Poison
Earthquake Poison
Earthquake Poison
Earthquake Poison Electro Wizard
Earthquake Poison
Earthquake Poison
Poison
Earthquake Poison
Earthquake Poison Ice Wizard
Inferno Dragon
Poison Earthquake Ice Wizard Electro Wizard
Poison
Poison
Poison Ice Wizard Electro Wizard
Electro Wizard Poison
Poison Earthquake
Poison Electro Wizard
Earthquake Poison
Earthquake Electro Wizard Goblin Gang
Poison Ice Wizard Electro Wizard
Poison Goblin Gang Electro Wizard
Earthquake Poison
Poison
Goblin Gang Poison Electro Wizard
Poison Electro Wizard
Poison Electro Wizard

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