My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Goblin Gang Inferno Tower Ice Wizard

Defensive buildings

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

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

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 Fireball The Log

Punishments

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

Goblin Gang 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.

Goblin Gang 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

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
Goblin Gang Hog Rider
Giant Snowball
Goblin Gang Barbarians Hog Rider
Zap
Goblin Gang Inferno Tower
Barbarian Barrel
Goblin Gang Barbarians Inferno Tower Ice Wizard
The Log
Goblin Gang Barbarians Hog Rider
Earthquake
Goblin Gang Barbarians Hog Rider Inferno Tower
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Barbarians Hog Rider Ice Wizard
Fireball
Goblin Gang Barbarians Hog Rider Inferno Tower Ice Wizard
Poison
Goblin Gang Barbarians Inferno Tower Ice Wizard
Lightning
Inferno Tower Ice Wizard
Rocket
Barbarians Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball The Log 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.

Inferno Tower Ice Wizard

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.

Goblin Gang Barbarians Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Goblin Gang Ice Wizard Fireball Hog Rider Barbarians Inferno Tower

Shortest cycle

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

10 Zap The Log Goblin Gang Ice Wizard

Attack Synergies 5 4

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
Fireball Hog Rider The Log Ice Wizard
Goblin Gang
Hog Rider
Barbarians
Hog Rider
Fireball
Zap Hog Rider The Log
Hog Rider
Zap Goblin Gang Fireball The Log Barbarians
Inferno Tower
The Log
Hog Rider Zap Fireball
Ice Wizard
Zap

Defense Synergies 4 12

Zap
Fireball Goblin Gang Barbarians Inferno Tower The Log Ice Wizard
Goblin Gang
Inferno Tower Zap Barbarians The Log Ice Wizard
Barbarians
Zap Goblin Gang
Fireball
Zap The Log Inferno Tower Ice Wizard
Hog Rider
Inferno Tower
Goblin Gang The Log Zap Fireball Ice Wizard
The Log
Fireball Inferno Tower Zap Goblin Gang Ice Wizard
Ice Wizard
Zap Goblin Gang Fireball Inferno Tower 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.

Zap Fireball Inferno Tower The Log
Barbarians Inferno Tower Zap Goblin Gang The Log Ice Wizard
Goblin Gang Barbarians Inferno Tower Ice Wizard
Barbarians Inferno Tower Goblin Gang Ice Wizard
Barbarians Fireball The Log
Goblin Gang Fireball The Log Zap Ice Wizard
Inferno Tower Zap Goblin Gang Fireball Ice Wizard
Zap Barbarians Fireball Inferno Tower The Log
Barbarians Inferno Tower Goblin Gang Ice Wizard
Goblin Gang Barbarians Inferno Tower Ice Wizard
Goblin Gang Barbarians Ice Wizard Zap Fireball The Log
Inferno Tower Zap Goblin Gang Fireball Ice Wizard
Barbarians Inferno Tower Zap Goblin Gang Fireball The Log Ice Wizard
Fireball Zap Goblin Gang Barbarians The Log
Barbarians Inferno Tower Goblin Gang
Barbarians Inferno Tower Zap Goblin Gang Fireball The Log
Barbarians Goblin Gang Fireball Inferno Tower
Fireball Zap Goblin Gang Barbarians The Log Ice Wizard
Zap The Log Barbarians Fireball Ice Wizard
Barbarians Inferno Tower
Goblin Gang Barbarians Fireball The Log

Counters to secondary win conditions

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

Goblin Gang Barbarians Zap Fireball Inferno Tower
Fireball Zap Goblin Gang The Log
Goblin Gang Barbarians Zap Inferno Tower The Log
Goblin Gang Zap Barbarians Fireball Inferno Tower The Log
Barbarians Inferno Tower Goblin Gang
Fireball Zap Goblin Gang Ice Wizard
Goblin Gang Barbarians Fireball Inferno Tower Ice Wizard
Inferno Tower Barbarians
Zap Barbarians Fireball Inferno Tower The Log
Inferno Tower Goblin Gang Barbarians
Barbarians Inferno Tower
Zap Barbarians Fireball The Log
Barbarians Goblin Gang Fireball Inferno Tower
Barbarians Fireball
Goblin Gang Barbarians Inferno Tower Zap Fireball The Log
Zap Barbarians Fireball Inferno Tower The Log 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.)

Fireball The Log
Fireball Zap The Log Ice Wizard
Fireball The Log
Barbarians Fireball The Log
Fireball Zap The Log
Fireball Zap Ice Wizard
The Log
Fireball The Log Zap Ice Wizard
Fireball The Log Zap
Goblin Gang Fireball
Zap Fireball The Log
Fireball Zap
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Barbarians Fireball The Log
Zap The Log Fireball Ice Wizard
Fireball The Log Zap Ice Wizard
Fireball Zap The Log
Fireball Zap The Log
Zap Fireball Ice Wizard
Zap Fireball
Fireball
Zap Fireball The Log
Zap Fireball
Fireball The Log
Zap Goblin Gang Barbarians Fireball
Fireball Zap Ice Wizard
The Log Fireball
Fireball Goblin Gang
The Log Zap Fireball
Zap Fireball
Zap Goblin Gang Fireball The Log
Zap Fireball
Zap Fireball The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: