My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Ice Spirit Knight Electro Wizard Sparky

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

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.

Ice Spirit 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 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
Goblin Gang Hog Rider Sparky
Giant Snowball
Goblin Gang Hog Rider
Zap
Goblin Gang Sparky
Barbarian Barrel
Ice Spirit Knight Goblin Gang Electro Wizard Sparky
The Log
Ice Spirit Goblin Gang Hog Rider Sparky
Earthquake
Goblin Gang Hog Rider
Arrows
Ice Spirit Goblin Gang
Royal Delivery
Ice Spirit Knight Goblin Gang Hog Rider Electro Wizard Sparky
Fireball
Goblin Gang Hog Rider Electro Wizard Sparky
Poison
Goblin Gang Electro Wizard Sparky
Lightning
Knight Electro Wizard Sparky
Rocket
Hog Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Sparky

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 Knight Sparky

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.

Ice Spirit Goblin Gang 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Knight Goblin Gang Fireball Hog Rider Electro Wizard Sparky

Shortest cycle

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

9 Ice Spirit Zap Knight Goblin Gang

Attack Synergies 12 9

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 Knight Hog Rider Sparky
Zap
Ice Spirit Fireball Hog Rider Electro Wizard Sparky Knight
Knight
Ice Spirit Goblin Gang Hog Rider Zap Fireball Electro Wizard Sparky
Goblin Gang
Knight Hog Rider Sparky
Fireball
Zap Hog Rider Knight Electro Wizard Sparky
Hog Rider
Ice Spirit Zap Knight Goblin Gang Fireball Electro Wizard
Electro Wizard
Zap Knight Fireball Hog Rider Sparky
Sparky
Ice Spirit Zap Knight Goblin Gang Fireball Electro Wizard

Defense Synergies 7 11

Ice Spirit
Zap Goblin Gang Sparky Knight Fireball Electro Wizard
Zap
Ice Spirit Fireball Electro Wizard Knight Goblin Gang Sparky
Knight
Goblin Gang Electro Wizard Ice Spirit Zap Fireball Sparky
Goblin Gang
Ice Spirit Knight Zap Electro Wizard Sparky
Fireball
Zap Ice Spirit Knight Electro Wizard
Hog Rider
Electro Wizard
Zap Knight Ice Spirit Goblin Gang Fireball
Sparky
Ice Spirit Zap Knight Goblin Gang

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 Knight Fireball Electro Wizard Sparky
Sparky Ice Spirit Zap Knight Goblin Gang Electro Wizard
Goblin Gang Sparky Knight Electro Wizard
Sparky Knight Goblin Gang Electro Wizard
Fireball Sparky
Goblin Gang Fireball Zap Electro Wizard
Electro Wizard Ice Spirit Zap Goblin Gang Fireball
Zap Fireball Electro Wizard Sparky
Sparky Goblin Gang
Knight Goblin Gang Ice Spirit Electro Wizard Sparky
Goblin Gang Electro Wizard Zap Knight Fireball
Zap Goblin Gang Fireball Electro Wizard
Sparky Ice Spirit Zap Knight Goblin Gang Fireball Electro Wizard
Fireball Sparky Ice Spirit Zap Goblin Gang Electro Wizard
Sparky Knight Goblin Gang Electro Wizard
Ice Spirit Zap Goblin Gang Fireball Electro Wizard Sparky
Sparky Knight Goblin Gang Fireball Electro Wizard
Ice Spirit Fireball Zap Knight Goblin Gang Electro Wizard
Zap Ice Spirit Knight Fireball Electro Wizard
Sparky Electro Wizard
Goblin Gang Knight Fireball Electro Wizard Sparky

Counters to secondary win conditions

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

Knight Goblin Gang Zap Fireball Electro Wizard Sparky
Fireball Electro Wizard Zap Knight Goblin Gang
Goblin Gang Ice Spirit Zap Knight Electro Wizard Sparky
Goblin Gang Zap Knight Fireball Electro Wizard Sparky
Knight Goblin Gang Sparky
Fireball Ice Spirit Zap Goblin Gang Electro Wizard
Goblin Gang Sparky Knight Fireball Electro Wizard
Knight Sparky
Zap Electro Wizard Ice Spirit Knight Fireball Sparky
Goblin Gang Sparky
Knight Sparky
Zap Fireball Electro Wizard
Knight Goblin Gang Fireball Sparky
Fireball Sparky
Goblin Gang Electro Wizard Sparky Ice Spirit Zap Knight Fireball
Zap Fireball Electro Wizard Sparky

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 Knight Sparky
Fireball Zap Electro Wizard
Fireball Sparky
Knight Fireball Sparky
Fireball Zap Sparky
Fireball Ice Spirit Zap
Sparky
Fireball Ice Spirit Zap
Fireball Zap
Goblin Gang Fireball Electro Wizard Sparky
Zap Knight Fireball Electro Wizard Sparky
Fireball Zap
Knight Fireball Sparky
Fireball
Zap Fireball Sparky
Zap Fireball Sparky
Fireball Sparky
Fireball Sparky
Sparky
Zap Fireball Electro Wizard Sparky
Zap Fireball
Fireball Sparky
Fireball
Sparky
Zap Fireball
Zap Ice Spirit Fireball Sparky
Fireball Zap Electro Wizard Sparky
Fireball Zap Sparky
Fireball Zap Sparky
Zap Fireball Electro Wizard Sparky
Zap Electro Wizard Ice Spirit Fireball
Fireball Sparky
Zap Fireball Sparky
Zap Ice Spirit Fireball Electro Wizard Sparky
Sparky
Fireball Sparky
Zap Electro Wizard Ice Spirit Goblin Gang Fireball
Fireball Zap Electro Wizard
Fireball
Fireball Knight Goblin Gang Electro Wizard Sparky
Zap Fireball
Zap Fireball Sparky
Sparky
Zap Ice Spirit Goblin Gang Fireball Electro Wizard Sparky
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard Sparky

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