My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Goblin Gang Wizard 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.

Giant Wizard Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Giant

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 Giant

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.

Goblin Gang Giant

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.

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
Minions Goblin Gang Giant Skeleton Army Inferno Dragon
Giant Snowball
Minions Goblin Gang Skeleton Army Inferno Dragon
Zap
Minions Goblin Gang Skeleton Army Inferno Dragon
Barbarian Barrel
Goblin Gang Wizard Skeleton Army Electro Wizard
The Log
Goblin Gang Skeleton Army
Earthquake
Goblin Gang Skeleton Army
Arrows
Minions Goblin Gang Skeleton Army
Royal Delivery
Minions Goblin Gang Wizard Skeleton Army Electro Wizard Inferno Dragon
Fireball
Minions Goblin Gang Wizard Skeleton Army Electro Wizard Inferno Dragon
Poison
Minions Goblin Gang Wizard Skeleton Army Electro Wizard
Lightning
Wizard Electro Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Skeleton Army Inferno Dragon

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.

Minions Goblin Gang 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Minions Goblin Gang Skeleton Army Electro Wizard Inferno Dragon Giant Wizard

Shortest cycle

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

11 Zap Minions Goblin Gang Skeleton Army

Attack Synergies 3 5

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
Giant Electro Wizard Minions
Minions
Giant Zap Inferno Dragon
Goblin Gang
Giant
Giant
Zap Minions Goblin Gang Wizard Electro Wizard
Wizard
Giant
Skeleton Army
Electro Wizard
Zap Giant
Inferno Dragon
Minions

Defense Synergies 1 13

Zap
Electro Wizard Minions Goblin Gang Skeleton Army Inferno Dragon
Minions
Zap Electro Wizard
Goblin Gang
Zap Skeleton Army Electro Wizard Inferno Dragon
Giant
Wizard
Skeleton Army Electro Wizard
Skeleton Army
Zap Goblin Gang Wizard Electro Wizard Inferno Dragon
Electro Wizard
Zap Minions Goblin Gang Wizard Skeleton Army Inferno Dragon
Inferno Dragon
Zap Goblin Gang Skeleton Army 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 Minions Wizard Electro Wizard
Skeleton Army Inferno Dragon Zap Minions Goblin Gang Electro Wizard
Goblin Gang Skeleton Army Minions Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Minions Goblin Gang Electro Wizard
Skeleton Army
Goblin Gang Skeleton Army Zap Minions Electro Wizard
Minions Electro Wizard Inferno Dragon Zap Goblin Gang Wizard
Zap Electro Wizard
Inferno Dragon Minions Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Electro Wizard
Minions Goblin Gang Skeleton Army Electro Wizard Zap Wizard
Minions Inferno Dragon Zap Goblin Gang Wizard Electro Wizard
Skeleton Army Zap Minions Goblin Gang Wizard Electro Wizard
Wizard Skeleton Army Zap Minions Goblin Gang Electro Wizard
Skeleton Army Inferno Dragon Goblin Gang Electro Wizard
Skeleton Army Zap Goblin Gang Electro Wizard Inferno Dragon
Wizard Minions Goblin Gang Skeleton Army Electro Wizard
Zap Minions Goblin Gang Wizard Skeleton Army Electro Wizard
Zap Wizard Minions Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Goblin Gang Wizard Skeleton Army Minions 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 Electro Wizard
Electro Wizard Zap Goblin Gang Wizard Inferno Dragon
Goblin Gang Skeleton Army Zap Minions Electro Wizard
Goblin Gang Skeleton Army Zap Electro Wizard
Goblin Gang Skeleton Army Inferno Dragon
Wizard Zap Minions Goblin Gang Electro Wizard
Goblin Gang Skeleton Army Minions Electro Wizard
Skeleton Army Inferno Dragon
Zap Electro Wizard Minions Skeleton Army Inferno Dragon
Goblin Gang Skeleton Army Inferno Dragon
Inferno Dragon Minions
Skeleton Army Zap Electro Wizard
Skeleton Army Goblin Gang Wizard
Wizard Skeleton Army
Goblin Gang Skeleton Army Electro Wizard Zap Minions Inferno Dragon
Minions Zap Wizard 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.)

Zap Electro Wizard
Wizard Zap
Wizard Zap Minions
Wizard
Zap Wizard
Zap Wizard
Minions Goblin Gang Electro Wizard
Zap Wizard Electro Wizard
Zap Wizard
Minions
Zap
Zap Wizard
Wizard
Minions
Zap Wizard Electro Wizard
Zap Wizard
Minions
Wizard
Zap
Zap Wizard
Inferno Dragon
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Minions Wizard
Zap Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Minions Goblin Gang Skeleton Army
Zap Wizard Electro Wizard
Goblin Gang Wizard Electro Wizard
Zap Wizard
Zap
Zap Minions Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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