My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Ice Golem Electro Wizard

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.

Ice Golem Electro Wizard Lumberjack

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 Fireball

Punishments

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

Goblin Gang Hog Rider Lumberjack

Pump responses

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

Fireball

Dropped at the bridge

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

Goblin Gang Ice Golem Hog Rider Lumberjack

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 Electro Wizard Lumberjack

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 Hog Rider
Giant Snowball
Cannon Goblin Gang Hog Rider Lumberjack
Zap
Cannon Goblin Gang
Barbarian Barrel
Cannon Goblin Gang Electro Wizard Lumberjack
The Log
Cannon Goblin Gang Hog Rider Lumberjack
Earthquake
Cannon Goblin Gang Hog Rider
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Hog Rider Electro Wizard Lumberjack
Fireball
Cannon Goblin Gang Hog Rider Electro Wizard Lumberjack
Poison
Cannon Goblin Gang Electro Wizard
Lightning
Cannon Ice Golem Electro Wizard Lumberjack
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem Fireball

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.

Ice Golem

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.

Goblin Gang Ice Golem Fireball 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.

Zap Ice Golem Cannon Goblin Gang Fireball Hog Rider Electro Wizard Lumberjack

Shortest cycle

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

10 Zap Ice Golem Cannon Goblin Gang

Attack Synergies 8 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.

Zap
Fireball Hog Rider Electro Wizard Ice Golem Lumberjack
Cannon
Goblin Gang
Ice Golem Hog Rider
Ice Golem
Goblin Gang Hog Rider Lumberjack Zap Electro Wizard
Fireball
Zap Hog Rider Electro Wizard
Hog Rider
Zap Goblin Gang Ice Golem Fireball Electro Wizard Lumberjack
Electro Wizard
Zap Ice Golem Fireball Hog Rider Lumberjack
Lumberjack
Ice Golem Zap Hog Rider Electro Wizard

Defense Synergies 4 16

Zap
Cannon Fireball Electro Wizard Goblin Gang Ice Golem Lumberjack
Cannon
Zap Ice Golem Goblin Gang Fireball Electro Wizard Lumberjack
Goblin Gang
Zap Cannon Ice Golem Electro Wizard Lumberjack
Ice Golem
Cannon Zap Goblin Gang Fireball Electro Wizard Lumberjack
Fireball
Zap Cannon Ice Golem Electro Wizard Lumberjack
Hog Rider
Electro Wizard
Zap Cannon Goblin Gang Ice Golem Fireball Lumberjack
Lumberjack
Zap Cannon Goblin Gang Ice Golem Fireball 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.

Zap Cannon Ice Golem Fireball Electro Wizard
Lumberjack Zap Cannon Goblin Gang Electro Wizard
Cannon Goblin Gang Lumberjack Electro Wizard
Cannon Lumberjack Goblin Gang Electro Wizard
Fireball Lumberjack
Goblin Gang Fireball Zap Cannon Electro Wizard Lumberjack
Electro Wizard Zap Cannon Goblin Gang Fireball
Zap Cannon Ice Golem Fireball Electro Wizard
Cannon Goblin Gang Lumberjack
Goblin Gang Cannon Ice Golem Electro Wizard Lumberjack
Goblin Gang Electro Wizard Zap Cannon Ice Golem Fireball Lumberjack
Zap Goblin Gang Fireball Electro Wizard
Cannon Lumberjack Zap Goblin Gang Fireball Electro Wizard
Fireball Zap Cannon Goblin Gang Electro Wizard Lumberjack
Cannon Goblin Gang Electro Wizard Lumberjack
Zap Cannon Goblin Gang Fireball Electro Wizard Lumberjack
Cannon Goblin Gang Fireball Electro Wizard Lumberjack
Cannon Fireball Zap Goblin Gang Electro Wizard Lumberjack
Zap Cannon Ice Golem Fireball Electro Wizard Lumberjack
Cannon Electro Wizard Lumberjack
Goblin Gang Cannon Fireball Electro Wizard Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Zap Ice Golem Fireball Electro Wizard
Fireball Electro Wizard Zap Goblin Gang Ice Golem Lumberjack
Goblin Gang Lumberjack Zap Ice Golem Electro Wizard
Goblin Gang Lumberjack Zap Ice Golem Fireball Electro Wizard
Cannon Goblin Gang Lumberjack
Fireball Zap Goblin Gang Ice Golem Electro Wizard
Goblin Gang Ice Golem Fireball Electro Wizard Lumberjack
Lumberjack
Zap Electro Wizard Ice Golem Fireball
Cannon Goblin Gang
Lumberjack
Zap Fireball Electro Wizard
Cannon Goblin Gang Ice Golem Fireball Lumberjack
Cannon Fireball
Goblin Gang Electro Wizard Zap Ice Golem Fireball Lumberjack
Zap Cannon Ice Golem Fireball 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.)

Fireball Ice Golem
Fireball Zap Electro Wizard
Fireball
Ice Golem Fireball
Fireball Zap
Fireball Zap Ice Golem
Fireball Zap Ice Golem
Fireball Zap
Goblin Gang Fireball Electro Wizard Lumberjack
Zap Fireball Electro Wizard
Fireball Zap
Ice Golem Fireball
Fireball
Zap Ice Golem Fireball
Zap Fireball
Fireball
Fireball
Zap Fireball Electro Wizard
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Ice Golem Fireball
Fireball Zap Electro Wizard
Fireball Zap
Fireball Zap
Zap Ice Golem Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Goblin Gang Fireball
Fireball Zap Electro Wizard
Fireball
Fireball Goblin Gang Electro Wizard Lumberjack
Zap Ice Golem Fireball
Zap Fireball
Zap Goblin Gang Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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