My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Goblin Gang Ice 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.

Skeletons Spear Goblins Knight Ice 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

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.

Spear Goblins Knight Goblin Gang Hog Rider

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

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
Skeletons Spear Goblins Goblin Gang Hog Rider
Giant Snowball
Skeletons Spear Goblins Goblin Gang Hog Rider
Zap
Skeletons Spear Goblins Goblin Gang
Barbarian Barrel
Skeletons Spear Goblins Knight Goblin Gang Ice Wizard
The Log
Skeletons Spear Goblins Goblin Gang Hog Rider
Earthquake
Skeletons Spear Goblins Goblin Gang Hog Rider
Arrows
Skeletons Spear Goblins Goblin Gang
Royal Delivery
Skeletons Spear Goblins Knight Goblin Gang Hog Rider Ice Wizard
Fireball
Goblin Gang Hog Rider Ice Wizard
Poison
Spear Goblins Goblin Gang Ice Wizard
Lightning
Knight Ice Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log 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.

Spear Goblins Knight Ice Wizard

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Spear Goblins Zap The Log Knight Goblin Gang Ice Wizard Hog Rider

Shortest cycle

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

7 Skeletons Spear Goblins Zap The Log

Attack Synergies 7 7

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.

Skeletons
Spear Goblins
Knight Hog Rider Zap Goblin Gang
Zap
Hog Rider Spear Goblins Knight The Log Ice Wizard
Knight
Spear Goblins Goblin Gang Hog Rider Zap The Log Ice Wizard
Goblin Gang
Knight Hog Rider Spear Goblins
Hog Rider
Spear Goblins Zap Knight Goblin Gang The Log
The Log
Hog Rider Zap Knight
Ice Wizard
Zap Knight

Defense Synergies 3 17

Skeletons
Spear Goblins Zap Knight The Log Ice Wizard
Spear Goblins
Knight Skeletons Zap Goblin Gang The Log Ice Wizard
Zap
Skeletons Spear Goblins Knight Goblin Gang The Log Ice Wizard
Knight
Spear Goblins Goblin Gang Ice Wizard Skeletons Zap The Log
Goblin Gang
Knight Spear Goblins Zap The Log Ice Wizard
Hog Rider
The Log
Skeletons Spear Goblins Zap Knight Goblin Gang Ice Wizard
Ice Wizard
Knight Skeletons Spear Goblins Zap Goblin Gang The Log

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.

Spear Goblins Zap Knight The Log
Skeletons Zap Knight Goblin Gang The Log Ice Wizard
Goblin Gang Skeletons Knight Ice Wizard
Skeletons Knight Goblin Gang Ice Wizard
The Log
Goblin Gang The Log Skeletons Spear Goblins Zap Ice Wizard
Spear Goblins Zap Goblin Gang Ice Wizard
Zap The Log
Skeletons Goblin Gang Ice Wizard
Knight Goblin Gang Skeletons Spear Goblins Ice Wizard
Goblin Gang Ice Wizard Skeletons Spear Goblins Zap Knight The Log
Spear Goblins Zap Goblin Gang Ice Wizard
Skeletons Zap Knight Goblin Gang The Log Ice Wizard
Zap Goblin Gang The Log
Knight Goblin Gang
Zap Goblin Gang The Log
Skeletons Knight Goblin Gang
Spear Goblins Zap Knight Goblin Gang The Log Ice Wizard
Zap The Log Spear Goblins Knight Ice Wizard
Goblin Gang Spear Goblins Knight The Log

Counters to secondary win conditions

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

Knight Goblin Gang Skeletons Spear Goblins Zap
Zap Knight Goblin Gang The Log
Goblin Gang Skeletons Spear Goblins Zap Knight The Log
Goblin Gang Zap Knight The Log
Skeletons Knight Goblin Gang
Skeletons Zap Goblin Gang Ice Wizard
Goblin Gang Skeletons Spear Goblins Knight Ice Wizard
Knight
Zap Skeletons Spear Goblins Knight The Log
Skeletons Goblin Gang
Knight
Zap The Log
Skeletons Knight Goblin Gang
Goblin Gang Skeletons Spear Goblins Zap Knight The Log
Zap The Log 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.)

Knight The Log
Zap The Log Ice Wizard
The Log
Knight The Log
Zap The Log
Spear Goblins Zap Ice Wizard
The Log
The Log Zap Ice Wizard
The Log Zap
Goblin Gang
Zap Knight The Log
Zap
Knight The Log
Zap The Log
Spear Goblins Zap The Log
The Log
Zap The Log
Zap The Log
The Log
The Log
Zap The Log
Zap The Log Ice Wizard
The Log Zap Ice Wizard
Zap The Log
Zap The Log
Zap Ice Wizard
Zap
Zap The Log
Zap
The Log
Zap Spear Goblins Goblin Gang
Zap Ice Wizard
The Log
Knight Goblin Gang
The Log Zap
Zap
Zap Goblin Gang The Log
Zap
Zap The Log

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