My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Wizard 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.

Spear Goblins Bats Wizard Balloon Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Freeze

Punishments

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

Balloon

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.

Spear Goblins Balloon

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.

Balloon 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 Skeleton Army Balloon
Giant Snowball
Spear Goblins Bats Skeleton Army Balloon
Zap
Spear Goblins Bats Skeleton Army Balloon
Barbarian Barrel
Spear Goblins Wizard Skeleton Army Electro Wizard
The Log
Spear Goblins Skeleton Army
Earthquake
Spear Goblins Skeleton Army
Arrows
Spear Goblins Bats Skeleton Army
Royal Delivery
Spear Goblins Bats Wizard Skeleton Army Balloon Electro Wizard
Fireball
Wizard Skeleton Army Balloon Electro Wizard
Poison
Spear Goblins Bats Wizard Skeleton Army Balloon Electro Wizard
Lightning
Wizard Balloon Electro Wizard
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze

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.

Spear Goblins Bats Skeleton Army Freeze

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.

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Spear Goblins Bats Skeleton Army Freeze Electro Wizard Wizard Balloon

Shortest cycle

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

7 Mirror Spear Goblins Bats Skeleton Army

Attack Synergies 2 6

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.

Spear Goblins
Balloon
Bats
Balloon
Wizard
Balloon
Mirror
Skeleton Army Freeze Balloon
Skeleton Army
Mirror
Freeze
Balloon Mirror
Balloon
Bats Freeze Spear Goblins Wizard Mirror Electro Wizard
Electro Wizard
Balloon

Defense Synergies 1 12

Spear Goblins
Bats Skeleton Army Electro Wizard
Bats
Spear Goblins Freeze Electro Wizard
Wizard
Skeleton Army Freeze Electro Wizard
Mirror
Skeleton Army Electro Wizard
Skeleton Army
Mirror Spear Goblins Wizard Freeze Electro Wizard
Freeze
Bats Wizard Skeleton Army Electro Wizard
Balloon
Electro Wizard
Spear Goblins Bats Wizard Mirror Skeleton Army Freeze

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 Wizard Electro Wizard
Skeleton Army Bats Electro Wizard
Skeleton Army Bats Freeze Electro Wizard
Skeleton Army Bats Electro Wizard
Skeleton Army
Skeleton Army Freeze Spear Goblins Bats Electro Wizard
Bats Electro Wizard Spear Goblins Wizard Freeze
Electro Wizard
Skeleton Army
Skeleton Army Spear Goblins Electro Wizard
Bats Skeleton Army Electro Wizard Spear Goblins Wizard Freeze
Spear Goblins Bats Wizard Electro Wizard
Skeleton Army Bats Wizard Freeze Electro Wizard
Wizard Skeleton Army Bats Freeze Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Freeze Electro Wizard
Wizard Bats Skeleton Army Electro Wizard
Spear Goblins Bats Wizard Skeleton Army Electro Wizard
Wizard Freeze Spear Goblins Bats Electro Wizard
Electro Wizard
Wizard Skeleton Army Spear Goblins Bats Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Spear Goblins Electro Wizard
Electro Wizard Wizard
Skeleton Army Spear Goblins Bats Electro Wizard
Skeleton Army Bats Electro Wizard
Skeleton Army
Wizard Bats Freeze Electro Wizard
Skeleton Army Spear Goblins Bats Electro Wizard
Skeleton Army
Freeze Electro Wizard Spear Goblins Bats Skeleton Army
Skeleton Army
Bats
Skeleton Army Electro Wizard
Skeleton Army Wizard
Wizard Skeleton Army
Skeleton Army Electro Wizard Spear Goblins Bats Freeze
Bats Wizard Freeze 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.)

Freeze
Electro Wizard
Freeze
Wizard
Wizard Spear Goblins Bats Freeze
Wizard
Wizard Freeze
Wizard
Bats Electro Wizard
Wizard Electro Wizard
Wizard
Freeze
Spear Goblins Wizard
Wizard
Freeze
Bats
Wizard Electro Wizard
Wizard
Wizard
Freeze Wizard
Wizard Electro Wizard
Wizard
Bats Wizard Electro Wizard
Electro Wizard Bats Wizard Freeze
Wizard
Freeze Electro Wizard
Wizard
Electro Wizard Spear Goblins Bats Skeleton Army Freeze
Wizard Electro Wizard
Freeze
Wizard Electro Wizard
Wizard
Bats Freeze Electro Wizard
Bats Electro Wizard
Freeze Electro Wizard

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