My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Ice Golem Electro Wizard Inferno Dragon

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.

Bats Skeleton Barrel Ice Golem Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Skeleton Barrel Miner

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.

Goblin Gang Skeleton Barrel Miner

Pump responses

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

Miner

Dropped at the bridge

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

Goblin Gang Skeleton Barrel Ice 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.

Skeleton Barrel Miner 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
Bats Goblin Gang Skeleton Barrel Miner Inferno Dragon
Giant Snowball
Bats Goblin Gang Skeleton Barrel Miner Inferno Dragon
Zap
Bats Goblin Gang Skeleton Barrel Inferno Dragon
Barbarian Barrel
Goblin Gang Skeleton Barrel Electro Wizard
The Log
Goblin Gang Skeleton Barrel
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang Skeleton Barrel
Royal Delivery
Bats Goblin Gang Skeleton Barrel Miner Electro Wizard Inferno Dragon
Fireball
Goblin Gang Skeleton Barrel Electro Wizard Inferno Dragon
Poison
Bats Goblin Gang Skeleton Barrel Electro Wizard
Lightning
Ice Golem Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem

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.

Bats Skeleton Barrel Ice Golem Miner Inferno Dragon

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 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.

Bats Zap Ice Golem Goblin Gang Skeleton Barrel Miner Electro Wizard Inferno Dragon

Shortest cycle

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

9 Bats Zap Ice Golem Goblin Gang

Attack Synergies 8 11

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.

Bats
Skeleton Barrel Ice Golem Miner Zap Inferno Dragon
Zap
Miner Electro Wizard Bats Skeleton Barrel Ice Golem
Goblin Gang
Ice Golem Miner Skeleton Barrel
Skeleton Barrel
Bats Miner Zap Goblin Gang Ice Golem Inferno Dragon
Ice Golem
Bats Goblin Gang Zap Skeleton Barrel Miner Electro Wizard
Miner
Bats Zap Goblin Gang Skeleton Barrel Ice Golem Electro Wizard Inferno Dragon
Electro Wizard
Zap Ice Golem Miner
Inferno Dragon
Bats Skeleton Barrel Miner

Defense Synergies 1 16

Bats
Zap Ice Golem Electro Wizard Inferno Dragon
Zap
Electro Wizard Bats Goblin Gang Skeleton Barrel Ice Golem Miner Inferno Dragon
Goblin Gang
Zap Ice Golem Miner Electro Wizard Inferno Dragon
Skeleton Barrel
Zap
Ice Golem
Bats Zap Goblin Gang Electro Wizard Inferno Dragon
Miner
Zap Goblin Gang
Electro Wizard
Zap Bats Goblin Gang Ice Golem Inferno Dragon
Inferno Dragon
Bats Zap Goblin Gang Ice Golem 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 Skeleton Barrel Ice Golem Electro Wizard
Inferno Dragon Bats Zap Goblin Gang Electro Wizard
Goblin Gang Bats Electro Wizard Inferno Dragon
Inferno Dragon Bats Goblin Gang Electro Wizard
Goblin Gang Bats Zap Electro Wizard
Bats Electro Wizard Inferno Dragon Zap Goblin Gang
Zap Skeleton Barrel Ice Golem Electro Wizard
Inferno Dragon Goblin Gang
Goblin Gang Ice Golem Miner Electro Wizard
Bats Goblin Gang Electro Wizard Zap Ice Golem
Inferno Dragon Bats Zap Goblin Gang Electro Wizard
Bats Zap Goblin Gang Electro Wizard
Bats Zap Goblin Gang Electro Wizard
Inferno Dragon Goblin Gang Electro Wizard
Zap Goblin Gang Electro Wizard Inferno Dragon
Bats Goblin Gang Electro Wizard
Bats Zap Goblin Gang Electro Wizard
Zap Bats Ice Golem Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Goblin Gang Bats Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Ice Golem Electro Wizard
Electro Wizard Zap Goblin Gang Skeleton Barrel Ice Golem Miner Inferno Dragon
Goblin Gang Bats Zap Ice Golem Electro Wizard
Goblin Gang Bats Zap Ice Golem Electro Wizard
Goblin Gang Inferno Dragon
Bats Zap Goblin Gang Skeleton Barrel Ice Golem Electro Wizard
Goblin Gang Bats Ice Golem Electro Wizard
Inferno Dragon
Zap Electro Wizard Bats Ice Golem Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Bats
Zap Electro Wizard
Goblin Gang Ice Golem
Goblin Gang Electro Wizard Bats Zap Ice Golem Inferno Dragon
Bats Zap Ice Golem Electro Wizard Inferno Dragon

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.)

Skeleton Barrel Ice Golem
Zap Skeleton Barrel Miner Electro Wizard
Skeleton Barrel Miner
Skeleton Barrel Ice Golem
Zap
Bats Zap Skeleton Barrel Ice Golem
Zap Skeleton Barrel Ice Golem
Miner Zap Skeleton Barrel
Bats Goblin Gang Electro Wizard
Miner Zap Skeleton Barrel Electro Wizard
Zap
Skeleton Barrel Ice Golem Miner
Skeleton Barrel
Zap Skeleton Barrel Ice Golem
Zap Skeleton Barrel
Skeleton Barrel
Bats
Zap Skeleton Barrel Electro Wizard
Zap Skeleton Barrel Miner
Zap Skeleton Barrel
Zap Ice Golem
Inferno Dragon
Miner Zap Skeleton Barrel Electro Wizard
Zap Skeleton Barrel Miner
Miner Zap Skeleton Barrel
Bats Zap Ice Golem Electro Wizard
Zap Electro Wizard Bats Skeleton Barrel
Zap Miner
Zap Electro Wizard
Zap Skeleton Barrel Electro Wizard Bats Goblin Gang
Zap Electro Wizard
Miner Goblin Gang Electro Wizard
Zap Skeleton Barrel Ice Golem
Zap
Zap Bats Goblin Gang Electro Wizard
Bats Zap Electro Wizard
Zap Skeleton Barrel Miner Electro Wizard

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