My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Musketeer Wizard Ice 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.

Royal Recruits Musketeer Wizard Ice Wizard Inferno Dragon

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.

Missing

Punishments

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

Goblin Gang Elite Barbarians Royal Recruits 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.

Goblin Gang Elite Barbarians Royal Recruits 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Royal Recruits Ice Wizard 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.

Elite Barbarians

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 Musketeer Wizard 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.

Goblin Gang Ice Wizard Musketeer Hog Rider Inferno Dragon Wizard Elite Barbarians Royal Recruits

Shortest cycle

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

14 Goblin Gang Ice Wizard Musketeer Hog Rider

Attack Synergies 2 6

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.

Goblin Gang
Hog Rider Royal Recruits
Elite Barbarians
Hog Rider Wizard
Royal Recruits
Goblin Gang Musketeer Hog Rider
Musketeer
Hog Rider Royal Recruits
Hog Rider
Goblin Gang Musketeer Elite Barbarians Royal Recruits Wizard
Wizard
Elite Barbarians Hog Rider
Ice Wizard
Inferno Dragon

Defense Synergies 1 7

Goblin Gang
Musketeer Royal Recruits Ice Wizard Inferno Dragon
Elite Barbarians
Wizard
Royal Recruits
Goblin Gang Ice Wizard
Musketeer
Goblin Gang
Hog Rider
Wizard
Elite Barbarians Ice Wizard
Ice Wizard
Goblin Gang Royal Recruits Wizard Inferno Dragon
Inferno Dragon
Goblin Gang Ice 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.

Royal Recruits Musketeer Wizard
Elite Barbarians Inferno Dragon Goblin Gang Royal Recruits Musketeer Ice Wizard
Goblin Gang Elite Barbarians Royal Recruits Musketeer Ice Wizard Inferno Dragon
Elite Barbarians Royal Recruits Inferno Dragon Goblin Gang Musketeer Ice Wizard
Elite Barbarians Royal Recruits
Goblin Gang Musketeer Ice Wizard
Musketeer Inferno Dragon Goblin Gang Wizard Ice Wizard
Royal Recruits Musketeer
Inferno Dragon Goblin Gang Elite Barbarians Royal Recruits Musketeer Ice Wizard
Goblin Gang Elite Barbarians Royal Recruits Musketeer Ice Wizard
Goblin Gang Ice Wizard Royal Recruits Musketeer Wizard
Musketeer Inferno Dragon Goblin Gang Wizard Ice Wizard
Royal Recruits Goblin Gang Elite Barbarians Musketeer Wizard Ice Wizard
Wizard Goblin Gang Royal Recruits
Elite Barbarians Royal Recruits Inferno Dragon Goblin Gang
Goblin Gang Elite Barbarians Royal Recruits Inferno Dragon
Wizard Goblin Gang Elite Barbarians Royal Recruits Musketeer
Goblin Gang Elite Barbarians Royal Recruits Musketeer Wizard Ice Wizard
Wizard Royal Recruits Musketeer Ice Wizard Inferno Dragon
Elite Barbarians Royal Recruits Musketeer Inferno Dragon
Goblin Gang Royal Recruits Wizard Elite Barbarians Musketeer

Counters to secondary win conditions

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

Goblin Gang Royal Recruits Elite Barbarians
Goblin Gang Elite Barbarians Musketeer Wizard Inferno Dragon
Goblin Gang Royal Recruits Elite Barbarians Musketeer
Goblin Gang Royal Recruits Elite Barbarians Musketeer
Royal Recruits Goblin Gang Elite Barbarians Musketeer Inferno Dragon
Wizard Goblin Gang Musketeer Ice Wizard
Goblin Gang Royal Recruits Elite Barbarians Musketeer Ice Wizard
Elite Barbarians Royal Recruits Inferno Dragon
Royal Recruits Elite Barbarians Inferno Dragon
Royal Recruits Goblin Gang Musketeer Inferno Dragon
Inferno Dragon Elite Barbarians Royal Recruits Musketeer
Royal Recruits Elite Barbarians
Elite Barbarians Royal Recruits Goblin Gang Wizard
Royal Recruits Wizard Musketeer
Goblin Gang Elite Barbarians Royal Recruits Musketeer Inferno Dragon
Elite Barbarians Royal Recruits Musketeer Wizard Ice 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.)

Royal Recruits Musketeer
Musketeer Ice Wizard
Royal Recruits Musketeer
Wizard
Wizard Musketeer Ice Wizard
Musketeer Wizard
Wizard Ice Wizard
Wizard
Goblin Gang Elite Barbarians Musketeer
Royal Recruits Musketeer Wizard
Musketeer Wizard
Elite Barbarians Musketeer
Musketeer
Elite Barbarians Musketeer
Musketeer Wizard
Royal Recruits Musketeer Wizard
Musketeer Wizard
Wizard
Musketeer
Wizard
Musketeer
Royal Recruits Musketeer
Wizard Ice Wizard
Inferno Dragon
Musketeer Wizard Ice Wizard
Musketeer Wizard
Musketeer
Elite Barbarians Musketeer Wizard Ice Wizard
Musketeer Wizard
Elite Barbarians
Musketeer Wizard
Wizard
Goblin Gang Royal Recruits Musketeer
Musketeer Wizard Ice Wizard
Goblin Gang Musketeer Wizard
Musketeer Wizard
Elite Barbarians Royal Recruits Musketeer
Goblin Gang Elite Barbarians Royal Recruits Musketeer
Musketeer
Royal Recruits Musketeer

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