My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Great!
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.

Spear Goblins 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 Spear Goblins 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.

Fireball The Log

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.

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 Goblins Spear Goblins Barbarians 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
Spear Goblins Hog Rider
Giant Snowball
Goblins Spear Goblins Barbarians Hog Rider
Zap
Goblins Spear Goblins
Barbarian Barrel
Ice Spirit Goblins Spear Goblins Barbarians Electro Wizard
The Log
Ice Spirit Goblins Spear Goblins Barbarians Hog Rider
Earthquake
Spear Goblins Barbarians Hog Rider
Arrows
Ice Spirit Goblins Spear Goblins
Royal Delivery
Ice Spirit Goblins Spear Goblins Barbarians Hog Rider Electro Wizard
Fireball
Barbarians Hog Rider Electro Wizard
Poison
Spear Goblins Barbarians Electro Wizard
Lightning
Electro Wizard
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball The Log

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 Spear Goblins

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 Goblins Barbarians 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 Goblins Spear Goblins The Log Fireball Hog Rider Electro Wizard Barbarians

Shortest cycle

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

7 Ice Spirit Goblins Spear Goblins The Log

Attack Synergies 5 7

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
Hog Rider Goblins Spear Goblins Barbarians
Goblins
Hog Rider Ice Spirit
Spear Goblins
Hog Rider Ice Spirit
Barbarians
Ice Spirit Hog Rider
Fireball
Hog Rider The Log Electro Wizard
Hog Rider
Ice Spirit Goblins Spear Goblins Fireball The Log Barbarians Electro Wizard
The Log
Hog Rider Fireball
Electro Wizard
Fireball Hog Rider

Defense Synergies 1 13

Ice Spirit
Goblins Spear Goblins Barbarians Fireball The Log Electro Wizard
Goblins
Ice Spirit The Log Electro Wizard
Spear Goblins
Ice Spirit Barbarians The Log Electro Wizard
Barbarians
Ice Spirit Spear Goblins
Fireball
The Log Ice Spirit Electro Wizard
Hog Rider
The Log
Fireball Ice Spirit Goblins Spear Goblins Electro Wizard
Electro Wizard
Ice Spirit Goblins Spear Goblins Fireball The Log

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 Fireball The Log Electro Wizard
Barbarians Ice Spirit Goblins The Log Electro Wizard
Barbarians Goblins Electro Wizard
Barbarians Goblins Electro Wizard
Barbarians Fireball The Log
Fireball The Log Goblins Spear Goblins Electro Wizard
Electro Wizard Ice Spirit Spear Goblins Fireball
Barbarians Fireball The Log Electro Wizard
Barbarians Goblins
Ice Spirit Goblins Spear Goblins Barbarians Electro Wizard
Goblins Barbarians Electro Wizard Spear Goblins Fireball The Log
Spear Goblins Fireball Electro Wizard
Barbarians Ice Spirit Fireball The Log Electro Wizard
Fireball Ice Spirit Goblins Barbarians The Log Electro Wizard
Barbarians Electro Wizard
Barbarians Ice Spirit Fireball The Log Electro Wizard
Barbarians Goblins Fireball Electro Wizard
Ice Spirit Fireball Goblins Spear Goblins Barbarians The Log Electro Wizard
The Log Ice Spirit Spear Goblins Barbarians Fireball Electro Wizard
Barbarians Electro Wizard
Goblins Spear Goblins Barbarians Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Goblins Spear Goblins Fireball Electro Wizard
Fireball Electro Wizard The Log
Barbarians Ice Spirit Goblins Spear Goblins The Log Electro Wizard
Barbarians Fireball The Log Electro Wizard
Barbarians
Fireball Ice Spirit Electro Wizard
Goblins Spear Goblins Barbarians Fireball Electro Wizard
Barbarians
Electro Wizard Ice Spirit Goblins Spear Goblins Barbarians Fireball The Log
Barbarians
Barbarians
Barbarians Fireball The Log Electro Wizard
Barbarians Fireball
Barbarians Fireball
Barbarians Electro Wizard Ice Spirit Goblins Spear Goblins Fireball The Log
Barbarians Fireball The Log 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 The Log
Fireball The Log Electro Wizard
Fireball The Log
Barbarians Fireball The Log
Fireball The Log
Fireball Ice Spirit Spear Goblins
The Log
Fireball The Log Ice Spirit
Fireball The Log
Goblins Fireball Electro Wizard
Fireball The Log Electro Wizard
Fireball
Fireball The Log
Fireball
Fireball The Log
Spear Goblins Fireball The Log
Fireball The Log
Fireball
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball
The Log
Barbarians Fireball The Log
The Log Ice Spirit Fireball
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball Electro Wizard
Electro Wizard Ice Spirit Fireball
Fireball
Fireball The Log
Ice Spirit Fireball Electro Wizard
Fireball The Log
Electro Wizard Ice Spirit Spear Goblins Barbarians Fireball
Fireball Electro Wizard
The Log Fireball
Fireball Electro Wizard
The Log Fireball
Fireball
Ice Spirit Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball The Log Electro Wizard

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