My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

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 Inferno Tower Ice Wizard Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Ice Wizard Electro 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 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.

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 Skeleton Army
Giant Snowball
Goblin Gang Hog Rider Skeleton Army
Zap
Goblin Gang Inferno Tower Skeleton Army
Barbarian Barrel
Goblin Gang Inferno Tower Skeleton Army Ice Wizard Electro Wizard
The Log
Goblin Gang Hog Rider Skeleton Army
Earthquake
Goblin Gang Hog Rider Inferno Tower Skeleton Army
Arrows
Goblin Gang Skeleton Army
Royal Delivery
Goblin Gang Hog Rider Skeleton Army Ice Wizard Electro Wizard
Fireball
Goblin Gang Hog Rider Inferno Tower Skeleton Army Ice Wizard Electro Wizard
Poison
Goblin Gang Inferno Tower Skeleton Army Ice Wizard Electro Wizard
Lightning
Inferno Tower Ice Wizard Electro Wizard
Rocket
Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Inferno Tower Skeleton Army Ice Wizard

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 Skeleton Army

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 Fireball Ice Wizard 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 Goblin Gang Skeleton Army Ice Wizard Fireball Hog Rider Electro Wizard Inferno Tower

Shortest cycle

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

11 Zap Goblin Gang Skeleton Army Ice Wizard

Attack Synergies 5 3

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 Wizard
Goblin Gang
Hog Rider
Fireball
Zap Hog Rider Electro Wizard
Hog Rider
Zap Goblin Gang Fireball Electro Wizard
Inferno Tower
Skeleton Army
Ice Wizard
Zap
Electro Wizard
Zap Fireball Hog Rider

Defense Synergies 5 13

Zap
Fireball Electro Wizard Goblin Gang Inferno Tower Skeleton Army Ice Wizard
Goblin Gang
Inferno Tower Zap Skeleton Army Ice Wizard Electro Wizard
Fireball
Zap Inferno Tower Ice Wizard Electro Wizard
Hog Rider
Inferno Tower
Goblin Gang Skeleton Army Electro Wizard Zap Fireball Ice Wizard
Skeleton Army
Inferno Tower Zap Goblin Gang Ice Wizard Electro Wizard
Ice Wizard
Zap Goblin Gang Fireball Inferno Tower Skeleton Army
Electro Wizard
Zap Inferno Tower Goblin Gang Fireball Skeleton Army

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 Fireball Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Zap Goblin Gang Ice Wizard Electro Wizard
Goblin Gang Inferno Tower Skeleton Army Ice Wizard Electro Wizard
Inferno Tower Skeleton Army Goblin Gang Ice Wizard Electro Wizard
Fireball Skeleton Army
Goblin Gang Fireball Skeleton Army Zap Ice Wizard Electro Wizard
Inferno Tower Electro Wizard Zap Goblin Gang Fireball Ice Wizard
Zap Fireball Inferno Tower Electro Wizard
Inferno Tower Goblin Gang Skeleton Army Ice Wizard
Goblin Gang Skeleton Army Inferno Tower Ice Wizard Electro Wizard
Goblin Gang Skeleton Army Ice Wizard Electro Wizard Zap Fireball
Inferno Tower Zap Goblin Gang Fireball Ice Wizard Electro Wizard
Inferno Tower Skeleton Army Zap Goblin Gang Fireball Ice Wizard Electro Wizard
Fireball Skeleton Army Zap Goblin Gang Electro Wizard
Inferno Tower Skeleton Army Goblin Gang Electro Wizard
Inferno Tower Skeleton Army Zap Goblin Gang Fireball Electro Wizard
Goblin Gang Fireball Inferno Tower Skeleton Army Electro Wizard
Fireball Zap Goblin Gang Skeleton Army Ice Wizard Electro Wizard
Zap Fireball Ice Wizard Electro Wizard
Inferno Tower Electro Wizard
Goblin Gang Skeleton Army Fireball Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Zap Fireball Inferno Tower Electro Wizard
Fireball Electro Wizard Zap Goblin Gang
Goblin Gang Skeleton Army Zap Inferno Tower Electro Wizard
Goblin Gang Skeleton Army Zap Fireball Inferno Tower Electro Wizard
Inferno Tower Goblin Gang Skeleton Army
Fireball Zap Goblin Gang Ice Wizard Electro Wizard
Goblin Gang Skeleton Army Fireball Inferno Tower Ice Wizard Electro Wizard
Inferno Tower Skeleton Army
Zap Electro Wizard Fireball Inferno Tower Skeleton Army
Inferno Tower Goblin Gang Skeleton Army
Inferno Tower
Skeleton Army Zap Fireball Electro Wizard
Skeleton Army Goblin Gang Fireball Inferno Tower
Fireball Skeleton Army
Goblin Gang Inferno Tower Skeleton Army Electro Wizard Zap Fireball
Zap Fireball Inferno Tower Ice Wizard 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
Fireball Zap Ice Wizard Electro Wizard
Fireball
Fireball
Fireball Zap
Fireball Zap Ice Wizard
Fireball Zap Ice Wizard
Fireball Zap
Goblin Gang Fireball Electro Wizard
Zap Fireball Electro Wizard
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball
Zap Fireball Electro Wizard
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fireball Ice Wizard
Fireball Zap Ice Wizard Electro Wizard
Fireball Zap
Fireball Zap
Zap Fireball Ice Wizard Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Goblin Gang Fireball Skeleton Army
Fireball Zap Ice Wizard Electro Wizard
Fireball
Fireball Goblin Gang Electro Wizard
Zap Fireball
Zap Fireball
Zap Goblin Gang Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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