My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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 Hut Baby Dragon Ice Wizard

Defensive buildings

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

Mortar Goblin Hut Barbarian Hut

Investments

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

Goblin Hut Barbarian Hut Baby Dragon Ice Wizard

Offensive cards

Win conditions

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

Mortar Miner

Damage spells

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

Fireball

Punishments

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

Mortar Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mortar Barbarians Baby Dragon

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.

Miner

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
Miner
Giant Snowball
Barbarians Goblin Hut Baby Dragon Miner
Zap
Mortar Goblin Hut
Barbarian Barrel
Mortar Barbarians Goblin Hut Barbarian Hut Ice Wizard
The Log
Barbarians Goblin Hut Barbarian Hut
Earthquake
Mortar Barbarians Goblin Hut Barbarian Hut
Arrows
Goblin Hut
Royal Delivery
Barbarians Goblin Hut Baby Dragon Miner Ice Wizard
Fireball
Mortar Barbarians Goblin Hut Barbarian Hut Baby Dragon Ice Wizard
Poison
Mortar Barbarians Goblin Hut Barbarian Hut Ice Wizard
Lightning
Mortar Goblin Hut Barbarian Hut Baby Dragon Ice Wizard
Rocket
Mortar Barbarians Goblin Hut Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball Baby Dragon 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.

Baby Dragon Miner 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.

Fireball

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.

Barbarians Fireball Ice 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.

Miner Ice Wizard Mortar Fireball Baby Dragon Barbarians Goblin Hut Barbarian Hut

Shortest cycle

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

14 Miner Ice Wizard Mortar Fireball

Attack Synergies 1 15

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.

Mortar
Miner Fireball Goblin Hut Barbarian Hut Baby Dragon
Barbarians
Fireball
Mortar Baby Dragon Miner
Goblin Hut
Mortar Barbarian Hut Baby Dragon Miner Ice Wizard
Barbarian Hut
Mortar Goblin Hut Baby Dragon Miner Ice Wizard
Baby Dragon
Mortar Fireball Goblin Hut Barbarian Hut Miner Ice Wizard
Miner
Mortar Fireball Goblin Hut Barbarian Hut Baby Dragon
Ice Wizard
Goblin Hut Barbarian Hut Baby Dragon

Defense Synergies 1 13

Mortar
Fireball Goblin Hut Baby Dragon Ice Wizard
Barbarians
Fireball
Mortar Goblin Hut Barbarian Hut Miner Ice Wizard
Goblin Hut
Mortar Fireball Barbarian Hut Baby Dragon Ice Wizard
Barbarian Hut
Fireball Goblin Hut Baby Dragon Ice Wizard
Baby Dragon
Ice Wizard Mortar Goblin Hut Barbarian Hut
Miner
Fireball
Ice Wizard
Baby Dragon Mortar Fireball Goblin Hut Barbarian Hut

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.

Barbarian Hut Mortar Fireball Goblin Hut Baby Dragon
Barbarians Barbarian Hut Mortar Goblin Hut Ice Wizard
Mortar Barbarians Goblin Hut Barbarian Hut Ice Wizard
Barbarians Goblin Hut Barbarian Hut Mortar Ice Wizard
Barbarians Fireball
Fireball Baby Dragon Ice Wizard
Mortar Fireball Goblin Hut Barbarian Hut Baby Dragon Ice Wizard
Barbarian Hut Barbarians Fireball Baby Dragon
Barbarians Barbarian Hut Mortar Goblin Hut Ice Wizard
Barbarians Miner Ice Wizard
Barbarians Ice Wizard Fireball Goblin Hut Baby Dragon
Fireball Goblin Hut Barbarian Hut Baby Dragon Ice Wizard
Mortar Barbarians Goblin Hut Barbarian Hut Fireball Ice Wizard
Fireball Barbarian Hut Mortar Barbarians Goblin Hut Baby Dragon
Barbarians Barbarian Hut Mortar Goblin Hut
Barbarians Barbarian Hut Mortar Fireball Goblin Hut
Barbarians Barbarian Hut Mortar Fireball Goblin Hut
Mortar Fireball Barbarians Goblin Hut Barbarian Hut Baby Dragon Ice Wizard
Mortar Baby Dragon Barbarians Fireball Goblin Hut Barbarian Hut Ice Wizard
Barbarians Barbarian Hut Mortar Goblin Hut
Barbarians Fireball Baby Dragon

Counters to secondary win conditions

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

Barbarians Barbarian Hut Fireball Goblin Hut
Fireball Mortar Baby Dragon Miner
Barbarians Goblin Hut Barbarian Hut
Barbarians Fireball Barbarian Hut
Barbarians Barbarian Hut Goblin Hut
Fireball Goblin Hut Baby Dragon Ice Wizard
Barbarians Fireball Goblin Hut Barbarian Hut Ice Wizard
Barbarians Barbarian Hut
Mortar Barbarians Fireball Goblin Hut Barbarian Hut Baby Dragon
Barbarians Goblin Hut Barbarian Hut
Barbarians Goblin Hut
Barbarians Fireball
Barbarians Fireball Barbarian Hut
Barbarians Fireball Barbarian Hut Baby Dragon
Barbarians Goblin Hut Mortar Fireball Barbarian Hut Baby Dragon
Barbarians Fireball Goblin Hut Barbarian Hut Baby Dragon Ice 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.)

Fireball Mortar Barbarian Hut Baby Dragon
Mortar Fireball Baby Dragon Miner Ice Wizard
Fireball Goblin Hut Barbarian Hut Baby Dragon Miner
Barbarians Fireball Barbarian Hut
Fireball Mortar Baby Dragon
Fireball Baby Dragon Ice Wizard
Mortar Baby Dragon
Fireball Barbarian Hut Baby Dragon Ice Wizard
Fireball Miner Mortar
Fireball
Miner Mortar Fireball
Fireball Baby Dragon
Mortar Fireball Goblin Hut Barbarian Hut Baby Dragon Miner
Mortar Fireball Baby Dragon
Mortar Fireball Goblin Hut Barbarian Hut Baby Dragon
Mortar Fireball Goblin Hut Barbarian Hut Baby Dragon
Mortar Fireball Goblin Hut Barbarian Hut Baby Dragon
Mortar Fireball
Mortar Fireball Baby Dragon
Mortar Fireball Baby Dragon Miner
Fireball Baby Dragon
Fireball
Mortar Barbarians Fireball Barbarian Hut Baby Dragon
Mortar Fireball Baby Dragon Ice Wizard
Mortar Fireball Miner Baby Dragon Ice Wizard
Fireball Mortar Baby Dragon Miner
Fireball Miner Mortar Baby Dragon
Fireball Baby Dragon Ice Wizard
Fireball Goblin Hut
Fireball
Mortar Fireball Miner
Fireball
Fireball
Barbarians Fireball Goblin Hut Barbarian Hut
Fireball Baby Dragon Ice Wizard
Fireball
Fireball Miner Baby Dragon
Mortar Fireball Baby Dragon
Fireball
Fireball Baby Dragon
Fireball
Mortar Fireball Baby Dragon Miner

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