My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Goblin Gang 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.

Wizard Giant Skeleton Fisherman Electro Wizard

Offensive cards

Win conditions

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

Miner

Damage spells

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

Zap Rage

Punishments

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

Goblin Gang Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

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 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.

Giant Skeleton Miner 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
Goblin Gang Giant Skeleton Miner Fisherman
Giant Snowball
Goblin Gang Miner Fisherman
Zap
Goblin Gang Fisherman
Barbarian Barrel
Goblin Gang Wizard Giant Skeleton Electro Wizard
The Log
Goblin Gang Giant Skeleton Fisherman
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Wizard Giant Skeleton Miner Fisherman Electro Wizard
Fireball
Goblin Gang Wizard Fisherman Electro Wizard
Poison
Goblin Gang Wizard Fisherman Electro Wizard
Lightning
Wizard Fisherman Electro Wizard
Rocket
Wizard

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

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.

Rage Giant Skeleton Miner

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Goblin Gang Miner Fisherman Electro Wizard Wizard Giant Skeleton

Shortest cycle

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

10 Zap Rage Goblin Gang Miner

Attack Synergies 3 12

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
Miner Electro Wizard Giant Skeleton Fisherman
Goblin Gang
Miner Giant Skeleton
Wizard
Rage Giant Skeleton Miner
Rage
Wizard Giant Skeleton Electro Wizard
Giant Skeleton
Zap Goblin Gang Wizard Rage Miner Fisherman Electro Wizard
Miner
Zap Goblin Gang Wizard Giant Skeleton Electro Wizard
Fisherman
Zap Giant Skeleton
Electro Wizard
Zap Rage Giant Skeleton Miner

Defense Synergies 1 11

Zap
Electro Wizard Goblin Gang Giant Skeleton Miner Fisherman
Goblin Gang
Zap Giant Skeleton Miner Fisherman Electro Wizard
Wizard
Giant Skeleton Electro Wizard
Rage
Giant Skeleton
Zap Goblin Gang Wizard Electro Wizard
Miner
Zap Goblin Gang
Fisherman
Zap Goblin Gang
Electro Wizard
Zap Goblin Gang Wizard 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.

Zap Wizard Electro Wizard
Zap Goblin Gang Fisherman Electro Wizard
Goblin Gang Fisherman Giant Skeleton Electro Wizard
Goblin Gang Fisherman Electro Wizard
Giant Skeleton
Goblin Gang Zap Electro Wizard
Electro Wizard Zap Goblin Gang Wizard
Zap Giant Skeleton Electro Wizard
Goblin Gang Fisherman
Goblin Gang Giant Skeleton Miner Fisherman Electro Wizard
Goblin Gang Electro Wizard Zap Wizard Giant Skeleton Fisherman
Zap Goblin Gang Wizard Electro Wizard
Zap Goblin Gang Wizard Giant Skeleton Electro Wizard
Wizard Zap Goblin Gang Electro Wizard
Goblin Gang Electro Wizard
Zap Goblin Gang Fisherman Electro Wizard
Wizard Goblin Gang Fisherman Electro Wizard
Zap Goblin Gang Wizard Fisherman Electro Wizard
Zap Wizard Giant Skeleton Fisherman Electro Wizard
Fisherman Electro Wizard
Goblin Gang Wizard Giant Skeleton Fisherman Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Giant Skeleton Fisherman Electro Wizard
Electro Wizard Zap Goblin Gang Wizard Miner Fisherman
Goblin Gang Giant Skeleton Zap Fisherman Electro Wizard
Goblin Gang Giant Skeleton Zap Fisherman Electro Wizard
Giant Skeleton Goblin Gang Fisherman
Wizard Zap Goblin Gang Electro Wizard
Goblin Gang Giant Skeleton Electro Wizard
Giant Skeleton Fisherman
Zap Giant Skeleton Electro Wizard
Goblin Gang
Giant Skeleton
Zap Giant Skeleton Electro Wizard
Giant Skeleton Goblin Gang Wizard
Wizard
Goblin Gang Electro Wizard Zap Giant Skeleton Fisherman
Zap Wizard Giant Skeleton 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.)

Giant Skeleton
Zap Miner Fisherman Electro Wizard
Giant Skeleton Miner
Giant Skeleton
Wizard Zap
Wizard Zap
Wizard
Zap Wizard
Miner Zap Wizard Fisherman
Goblin Gang Fisherman Electro Wizard
Miner Zap Wizard Fisherman Electro Wizard
Zap Wizard
Miner Fisherman
Fisherman
Zap Fisherman
Zap Wizard
Wizard
Fisherman
Zap Wizard Fisherman Electro Wizard
Zap Wizard Miner
Giant Skeleton
Wizard
Fisherman
Zap
Zap Wizard
Fisherman
Miner Zap Wizard Fisherman Electro Wizard
Zap Wizard Miner Fisherman
Miner Zap Fisherman
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard Miner
Zap Electro Wizard
Giant Skeleton
Wizard
Zap Electro Wizard Goblin Gang
Zap Wizard Electro Wizard
Miner Goblin Gang Wizard Electro Wizard
Zap Wizard
Zap Giant Skeleton
Zap Goblin Gang Giant Skeleton Electro Wizard
Zap Electro Wizard
Zap Giant Skeleton Miner Electro Wizard

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