My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
RIP
Versatility
Good
F2P score
RIP

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Wizard Electro Wizard

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Rage Void

Punishments

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

Wall Breakers

Pump responses

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

Void

Dropped at the bridge

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

Goblins Wall Breakers

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
Wall Breakers Clone
Giant Snowball
Goblins Wall Breakers Clone
Zap
Goblins Wall Breakers Clone
Barbarian Barrel
Goblins Wizard Wall Breakers Clone Electro Wizard
The Log
Goblins Wall Breakers Clone
Earthquake
Clone
Arrows
Goblins Wall Breakers Clone
Royal Delivery
Goblins Wizard Wall Breakers Clone Electro Wizard
Fireball
Wizard Wall Breakers Clone Electro Wizard
Poison
Wizard Clone Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Rage Clone

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.

Goblins 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Goblins Wall Breakers Rage Clone Void Electro Wizard Wizard

Shortest cycle

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

6 Mirror Goblins Wall Breakers Rage

Attack Synergies 0 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.

Goblins
Wizard
Rage
Mirror
Wall Breakers
Wall Breakers
Mirror Electro Wizard
Rage
Wizard Electro Wizard
Clone
Electro Wizard
Void
Electro Wizard
Wall Breakers Rage Clone

Defense Synergies 0 4

Goblins
Wizard Electro Wizard
Wizard
Goblins Electro Wizard
Mirror
Electro Wizard
Wall Breakers
Rage
Clone
Void
Electro Wizard
Goblins Wizard Mirror

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.

Wizard Void Electro Wizard
Goblins Electro Wizard
Goblins Void Electro Wizard
Goblins Electro Wizard
Goblins Electro Wizard
Electro Wizard Wizard Void
Void Electro Wizard
Goblins
Goblins Electro Wizard
Goblins Electro Wizard Wizard
Wizard Electro Wizard
Wizard Electro Wizard
Wizard Goblins Electro Wizard
Electro Wizard
Electro Wizard
Wizard Goblins Electro Wizard
Goblins Wizard Electro Wizard
Wizard Electro Wizard
Electro Wizard
Wizard Goblins Electro Wizard

Counters to secondary win conditions

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

Goblins Void Electro Wizard
Void Electro Wizard Wizard
Goblins Electro Wizard
Electro Wizard
Wizard Electro Wizard
Goblins Void Electro Wizard
Void Electro Wizard Goblins
Void Electro Wizard
Wizard
Wizard
Electro Wizard Goblins
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.)

Void
Void Electro Wizard
Void
Void
Wizard
Wizard
Wizard
Wizard
Void Wizard
Goblins Void Electro Wizard
Void Wizard Electro Wizard
Void Wizard
Void
Void
Wizard
Wizard
Void Wizard Electro Wizard
Wizard
Void
Wizard Void
Void
Void
Wizard
Void Wizard Electro Wizard
Void Wizard
Void
Wizard Electro Wizard
Electro Wizard Wizard Void
Void
Void Wizard
Void Electro Wizard
Wizard
Electro Wizard Void
Wizard Electro Wizard
Void Wizard Electro Wizard
Wizard
Void
Electro Wizard
Void Electro Wizard
Void Electro Wizard

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