My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Bats Electro Wizard

Defensive buildings

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

X-Bow

Investments

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

Ice Spirit Spear Goblins Bats X-Bow Golem Electro Wizard

Offensive cards

Win conditions

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

X-Bow Golem

Damage spells

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

Zap

Punishments

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

Elite Barbarians X-Bow

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.

Ice Spirit Spear Goblins Elite Barbarians X-Bow Golem

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.

Elite Barbarians Golem 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
Spear Goblins Bats Elite Barbarians
Giant Snowball
Spear Goblins Bats
Zap
Spear Goblins Bats X-Bow
Barbarian Barrel
Ice Spirit Spear Goblins Elite Barbarians X-Bow Electro Wizard
The Log
Ice Spirit Spear Goblins Elite Barbarians X-Bow
Earthquake
Spear Goblins X-Bow
Arrows
Ice Spirit Spear Goblins Bats
Royal Delivery
Ice Spirit Spear Goblins Bats Elite Barbarians Electro Wizard
Fireball
Elite Barbarians X-Bow Electro Wizard
Poison
Spear Goblins Bats X-Bow Electro Wizard
Lightning
Elite Barbarians X-Bow Electro Wizard
Rocket
Elite Barbarians X-Bow

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap

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 Spirit Spear Goblins Bats 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.

Elite Barbarians

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.

Ice Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Spear Goblins Bats Zap Electro Wizard Elite Barbarians X-Bow Golem

Shortest cycle

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

7 Ice Spirit Spear Goblins Bats Zap

Attack Synergies 4 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.

Ice Spirit
Zap Spear Goblins Bats Elite Barbarians X-Bow Golem
Spear Goblins
Ice Spirit Zap Elite Barbarians X-Bow Golem
Bats
Ice Spirit Zap Elite Barbarians X-Bow Golem
Zap
Ice Spirit Elite Barbarians X-Bow Electro Wizard Spear Goblins Bats Golem
Elite Barbarians
Zap Ice Spirit Spear Goblins Bats
X-Bow
Zap Ice Spirit Spear Goblins Bats
Golem
Ice Spirit Spear Goblins Bats Zap Electro Wizard
Electro Wizard
Zap Golem

Defense Synergies 3 14

Ice Spirit
Zap X-Bow Spear Goblins Bats Elite Barbarians Electro Wizard
Spear Goblins
Ice Spirit Bats Zap X-Bow Electro Wizard
Bats
Ice Spirit Spear Goblins Zap X-Bow Electro Wizard
Zap
Ice Spirit Electro Wizard Spear Goblins Bats Elite Barbarians X-Bow
Elite Barbarians
Ice Spirit Zap
X-Bow
Ice Spirit Spear Goblins Bats Zap Electro Wizard
Golem
Electro Wizard
Zap Ice Spirit Spear Goblins Bats X-Bow

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 X-Bow Electro Wizard
Elite Barbarians Ice Spirit Bats Zap X-Bow Electro Wizard
Bats Elite Barbarians Electro Wizard
Elite Barbarians Bats Electro Wizard
Elite Barbarians X-Bow
Spear Goblins Bats Zap X-Bow Electro Wizard
Bats Electro Wizard Ice Spirit Spear Goblins Zap X-Bow
Zap X-Bow Electro Wizard
Elite Barbarians X-Bow
Elite Barbarians Ice Spirit Spear Goblins Electro Wizard
Bats Electro Wizard Spear Goblins Zap X-Bow
Spear Goblins Bats Zap Electro Wizard
Ice Spirit Bats Zap Elite Barbarians X-Bow Electro Wizard
Ice Spirit Bats Zap X-Bow Electro Wizard
Elite Barbarians X-Bow Electro Wizard
Ice Spirit Zap Elite Barbarians X-Bow Electro Wizard
Bats Elite Barbarians X-Bow Electro Wizard
Ice Spirit Spear Goblins Bats Zap Elite Barbarians X-Bow Electro Wizard
Zap Ice Spirit Spear Goblins Bats Electro Wizard
Elite Barbarians Electro Wizard
Spear Goblins Bats Elite Barbarians Electro Wizard

Counters to secondary win conditions

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

Spear Goblins Zap Elite Barbarians X-Bow Electro Wizard
Electro Wizard Zap Elite Barbarians X-Bow
Ice Spirit Spear Goblins Bats Zap Elite Barbarians Electro Wizard
Bats Zap Elite Barbarians X-Bow Electro Wizard
Elite Barbarians
Ice Spirit Bats Zap Electro Wizard
Spear Goblins Bats Elite Barbarians Electro Wizard
Elite Barbarians
Zap Electro Wizard Ice Spirit Spear Goblins Bats Elite Barbarians X-Bow
Bats Elite Barbarians
Zap Elite Barbarians Electro Wizard
Elite Barbarians
Elite Barbarians Electro Wizard Ice Spirit Spear Goblins Bats Zap X-Bow
Bats Zap Elite Barbarians 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.)

X-Bow
Zap X-Bow Electro Wizard
X-Bow
Zap
Ice Spirit Spear Goblins Bats Zap
X-Bow Ice Spirit Zap
Zap X-Bow
Bats Elite Barbarians X-Bow Electro Wizard
Zap X-Bow Electro Wizard
Zap
Elite Barbarians
X-Bow
Zap Elite Barbarians X-Bow
X-Bow Spear Goblins Zap
X-Bow
Bats
Zap X-Bow Electro Wizard
Zap X-Bow
X-Bow
X-Bow
Zap X-Bow
Zap Ice Spirit
X-Bow Zap Electro Wizard
Zap X-Bow
Zap X-Bow
Elite Barbarians Bats Zap X-Bow Electro Wizard
Zap Electro Wizard Ice Spirit Bats
Elite Barbarians
Zap X-Bow
Zap Ice Spirit Electro Wizard
Zap Electro Wizard Ice Spirit Spear Goblins Bats X-Bow
Zap Electro Wizard
Electro Wizard
Zap
Zap
Elite Barbarians
Zap Ice Spirit Bats Elite Barbarians Electro Wizard
Bats Zap Electro Wizard
Zap X-Bow Electro Wizard

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