My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Goblin Hut Ice Wizard

Defensive buildings

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

Goblin Hut

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 Goblin Hut Giant Skeleton Ice 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 Arrows

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.

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 Hog Rider Giant Skeleton

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

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 Guards Giant Skeleton
Giant Snowball
Spear Goblins Hog Rider Goblin Hut Guards
Zap
Spear Goblins Goblin Hut Guards
Barbarian Barrel
Spear Goblins Goblin Hut Guards Giant Skeleton Ice Wizard
The Log
Spear Goblins Hog Rider Goblin Hut Guards Giant Skeleton
Earthquake
Spear Goblins Hog Rider Goblin Hut Guards
Arrows
Spear Goblins Goblin Hut Guards
Royal Delivery
Spear Goblins Hog Rider Goblin Hut Guards Giant Skeleton Ice Wizard
Fireball
Hog Rider Goblin Hut Ice Wizard
Poison
Spear Goblins Goblin Hut Guards Ice Wizard
Lightning
Goblin Hut Ice Wizard
Rocket
Hog Rider Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Spear Goblins Arrows Guards 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Zap Arrows Guards Ice Wizard Hog Rider Goblin Hut Giant Skeleton

Shortest cycle

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

10 Spear Goblins Zap Arrows Guards

Attack Synergies 4 14

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
Hog Rider Zap Goblin Hut Giant Skeleton
Zap
Arrows Hog Rider Spear Goblins Goblin Hut Guards Giant Skeleton Ice Wizard
Arrows
Zap Hog Rider Giant Skeleton
Hog Rider
Spear Goblins Zap Arrows Goblin Hut Guards Giant Skeleton
Goblin Hut
Spear Goblins Zap Hog Rider Giant Skeleton Ice Wizard
Guards
Zap Hog Rider
Giant Skeleton
Spear Goblins Zap Arrows Hog Rider Goblin Hut Ice Wizard
Ice Wizard
Zap Goblin Hut Giant Skeleton

Defense Synergies 0 19

Spear Goblins
Zap Arrows Goblin Hut Guards Giant Skeleton Ice Wizard
Zap
Spear Goblins Arrows Goblin Hut Guards Giant Skeleton Ice Wizard
Arrows
Spear Goblins Zap Goblin Hut Giant Skeleton Ice Wizard
Hog Rider
Goblin Hut
Spear Goblins Zap Arrows Giant Skeleton Ice Wizard
Guards
Spear Goblins Zap Giant Skeleton Ice Wizard
Giant Skeleton
Spear Goblins Zap Arrows Goblin Hut Guards Ice Wizard
Ice Wizard
Spear Goblins Zap Arrows Goblin Hut Guards 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.

Spear Goblins Zap Goblin Hut
Zap Goblin Hut Ice Wizard
Goblin Hut Giant Skeleton Ice Wizard
Goblin Hut Guards Ice Wizard
Arrows Giant Skeleton
Arrows Spear Goblins Zap Guards Ice Wizard
Spear Goblins Zap Arrows Goblin Hut Ice Wizard
Zap Arrows Giant Skeleton
Goblin Hut Ice Wizard
Guards Spear Goblins Giant Skeleton Ice Wizard
Guards Ice Wizard Spear Goblins Zap Arrows Goblin Hut Giant Skeleton
Arrows Spear Goblins Zap Goblin Hut Ice Wizard
Goblin Hut Zap Guards Giant Skeleton Ice Wizard
Zap Arrows Goblin Hut Guards
Goblin Hut
Zap Goblin Hut
Arrows Goblin Hut
Arrows Spear Goblins Zap Goblin Hut Guards Ice Wizard
Zap Arrows Spear Goblins Goblin Hut Guards Giant Skeleton Ice Wizard
Goblin Hut
Spear Goblins Arrows Guards Giant Skeleton

Counters to secondary win conditions

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

Guards Spear Goblins Zap Goblin Hut Giant Skeleton
Zap Arrows
Guards Giant Skeleton Spear Goblins Zap Goblin Hut
Guards Giant Skeleton Zap
Giant Skeleton Goblin Hut Guards
Arrows Zap Goblin Hut Ice Wizard
Guards Spear Goblins Goblin Hut Giant Skeleton Ice Wizard
Giant Skeleton
Zap Giant Skeleton Spear Goblins Goblin Hut
Goblin Hut Guards
Goblin Hut Guards Giant Skeleton
Zap Arrows Guards Giant Skeleton
Giant Skeleton Guards
Goblin Hut Guards Spear Goblins Zap Giant Skeleton
Arrows Zap Goblin Hut Giant Skeleton Ice 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.)

Arrows Guards Giant Skeleton
Arrows Zap Ice Wizard
Arrows Goblin Hut Giant Skeleton
Arrows Guards Giant Skeleton
Zap Arrows
Arrows Spear Goblins Zap Ice Wizard
Arrows
Arrows Zap Ice Wizard
Arrows Zap
Guards
Zap Arrows
Zap Arrows
Goblin Hut
Arrows
Zap Arrows Goblin Hut
Spear Goblins Zap Arrows Goblin Hut
Arrows Goblin Hut
Arrows
Zap Arrows
Zap Arrows
Giant Skeleton
Arrows
Zap Arrows
Zap Arrows Ice Wizard
Arrows Zap Ice Wizard
Zap Arrows
Zap Arrows
Zap Arrows Ice Wizard
Zap Goblin Hut Guards
Zap Arrows
Zap Arrows
Giant Skeleton
Arrows
Zap Spear Goblins Goblin Hut Guards
Zap Arrows Ice Wizard
Arrows
Arrows Zap
Zap Arrows Giant Skeleton
Zap Guards Giant Skeleton
Zap
Zap Giant Skeleton

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