My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Ice Wizard Magic Archer

Defensive buildings

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

Bomb Tower

Investments

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

Giant Skeleton Ice Wizard Magic Archer

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.

Earthquake Tornado

Punishments

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

Hog Rider

Pump responses

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

Earthquake

Dropped at the bridge

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

Goblins Hog Rider Giant Skeleton Magic Archer

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 Giant Skeleton Magic Archer

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
Hog Rider Giant Skeleton
Giant Snowball
Goblins Hog Rider
Zap
Goblins
Barbarian Barrel
Goblins Bomb Tower Giant Skeleton Ice Wizard Magic Archer
The Log
Goblins Hog Rider Giant Skeleton
Earthquake
Bomb Tower Hog Rider
Arrows
Goblins
Royal Delivery
Goblins Hog Rider Giant Skeleton Ice Wizard Magic Archer
Fireball
Bomb Tower Hog Rider Ice Wizard Magic Archer
Poison
Bomb Tower Ice Wizard Magic Archer
Lightning
Bomb Tower Ice Wizard Magic Archer
Rocket
Bomb Tower Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Tornado Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Bomb Tower Tornado Ice Wizard Magic Archer

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.

Tornado Giant Skeleton 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.

Goblins 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Earthquake Tornado Ice Wizard Bomb Tower Hog Rider Magic Archer Giant Skeleton

Shortest cycle

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

11 Goblins Earthquake Tornado Ice Wizard

Attack Synergies 3 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.

Goblins
Hog Rider
Earthquake
Hog Rider Tornado Giant Skeleton
Bomb Tower
Hog Rider
Goblins Earthquake Tornado Giant Skeleton Magic Archer
Tornado
Magic Archer Earthquake Hog Rider Giant Skeleton Ice Wizard
Giant Skeleton
Earthquake Hog Rider Tornado Ice Wizard Magic Archer
Ice Wizard
Tornado Giant Skeleton
Magic Archer
Tornado Hog Rider Giant Skeleton

Defense Synergies 3 11

Goblins
Giant Skeleton Ice Wizard Magic Archer
Earthquake
Bomb Tower Tornado Ice Wizard
Bomb Tower
Tornado Earthquake Ice Wizard Magic Archer
Hog Rider
Tornado
Bomb Tower Ice Wizard Magic Archer Earthquake Giant Skeleton
Giant Skeleton
Goblins Tornado Ice Wizard Magic Archer
Ice Wizard
Tornado Goblins Earthquake Bomb Tower Giant Skeleton
Magic Archer
Tornado Goblins Bomb Tower Giant Skeleton

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.

Earthquake Magic Archer
Bomb Tower Goblins Ice Wizard
Bomb Tower Tornado Goblins Giant Skeleton Ice Wizard
Bomb Tower Goblins Ice Wizard
Earthquake Bomb Tower Tornado Giant Skeleton
Tornado Goblins Earthquake Bomb Tower Ice Wizard Magic Archer
Tornado Bomb Tower Ice Wizard Magic Archer
Earthquake Bomb Tower Giant Skeleton Magic Archer
Goblins Bomb Tower Tornado Ice Wizard
Tornado Goblins Giant Skeleton Ice Wizard
Goblins Ice Wizard Earthquake Bomb Tower Tornado Giant Skeleton Magic Archer
Tornado Ice Wizard Magic Archer
Bomb Tower Earthquake Giant Skeleton Ice Wizard
Bomb Tower Goblins Earthquake Tornado Magic Archer
Bomb Tower
Bomb Tower Tornado
Bomb Tower Goblins Tornado
Bomb Tower Goblins Tornado Ice Wizard Magic Archer
Earthquake Bomb Tower Tornado Giant Skeleton Ice Wizard Magic Archer
Bomb Tower Tornado
Goblins Earthquake Bomb Tower Giant Skeleton

Counters to secondary win conditions

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

Goblins Giant Skeleton
Bomb Tower Magic Archer
Giant Skeleton Goblins Bomb Tower
Giant Skeleton Tornado
Giant Skeleton
Bomb Tower Tornado Ice Wizard Magic Archer
Goblins Bomb Tower Giant Skeleton Ice Wizard
Giant Skeleton Bomb Tower
Giant Skeleton Goblins Bomb Tower Tornado Magic Archer
Bomb Tower Giant Skeleton
Tornado Giant Skeleton
Giant Skeleton Bomb Tower
Bomb Tower Magic Archer
Goblins Bomb Tower Tornado Giant Skeleton Magic Archer
Earthquake Bomb Tower Giant Skeleton Ice Wizard Magic Archer

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.)

Earthquake Magic Archer Giant Skeleton
Tornado Ice Wizard Magic Archer
Earthquake Giant Skeleton Magic Archer
Earthquake Giant Skeleton
Earthquake Magic Archer
Tornado Ice Wizard Magic Archer
Earthquake Tornado Magic Archer
Earthquake Tornado Ice Wizard Magic Archer
Tornado
Goblins Tornado
Earthquake Tornado Magic Archer
Tornado Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Tornado
Earthquake Magic Archer
Earthquake Tornado Magic Archer
Earthquake Giant Skeleton Magic Archer
Tornado
Tornado
Earthquake
Earthquake Tornado Ice Wizard Magic Archer
Earthquake Tornado Ice Wizard Magic Archer
Tornado Magic Archer
Tornado Magic Archer
Tornado Ice Wizard Magic Archer
Earthquake Magic Archer
Magic Archer
Giant Skeleton
Earthquake Magic Archer
Earthquake Magic Archer
Tornado Ice Wizard Magic Archer
Magic Archer
Earthquake Magic Archer
Tornado Giant Skeleton
Tornado Giant Skeleton Magic Archer
Tornado Magic Archer
Tornado Giant Skeleton Magic Archer

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