My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Gang Ice 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.

Bowler Ice Wizard Electro 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 Tornado

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Bowler 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.

Tornado Bowler 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.

Goblin Gang Ice 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Goblin Gang Tornado Ice Wizard Hog Rider Electro Wizard Bowler

Shortest cycle

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

8 Mirror Zap Goblin Gang Tornado

Attack Synergies 5 13

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
Hog Rider Mirror Tornado Electro Wizard Bowler Ice Wizard
Goblin Gang
Hog Rider Mirror Bowler
Hog Rider
Zap Goblin Gang Mirror Tornado Bowler Electro Wizard
Mirror
Zap Goblin Gang Hog Rider Tornado
Tornado
Zap Hog Rider Mirror Bowler Ice Wizard
Bowler
Zap Goblin Gang Hog Rider Tornado Ice Wizard Electro Wizard
Ice Wizard
Zap Tornado Bowler
Electro Wizard
Zap Hog Rider Bowler

Defense Synergies 5 13

Zap
Mirror Electro Wizard Goblin Gang Tornado Bowler Ice Wizard
Goblin Gang
Zap Mirror Ice Wizard Electro Wizard
Hog Rider
Mirror
Zap Tornado Goblin Gang Bowler Ice Wizard Electro Wizard
Tornado
Mirror Bowler Ice Wizard Zap Electro Wizard
Bowler
Tornado Zap Mirror Ice Wizard Electro Wizard
Ice Wizard
Tornado Zap Goblin Gang Mirror Bowler
Electro Wizard
Zap Goblin Gang Mirror Tornado Bowler

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.

Bowler Zap Electro Wizard
Zap Goblin Gang Ice Wizard Electro Wizard
Goblin Gang Tornado Bowler Ice Wizard Electro Wizard
Goblin Gang Bowler Ice Wizard Electro Wizard
Tornado Bowler
Goblin Gang Tornado Bowler Zap Ice Wizard Electro Wizard
Tornado Electro Wizard Zap Goblin Gang Ice Wizard
Bowler Zap Electro Wizard
Goblin Gang Tornado Ice Wizard
Goblin Gang Tornado Bowler Ice Wizard Electro Wizard
Goblin Gang Ice Wizard Electro Wizard Zap Tornado Bowler
Zap Goblin Gang Tornado Ice Wizard Electro Wizard
Bowler Zap Goblin Gang Ice Wizard Electro Wizard
Bowler Zap Goblin Gang Tornado Electro Wizard
Goblin Gang Electro Wizard
Tornado Zap Goblin Gang Bowler Electro Wizard
Goblin Gang Tornado Bowler Electro Wizard
Zap Goblin Gang Tornado Bowler Ice Wizard Electro Wizard
Zap Tornado Bowler Ice Wizard Electro Wizard
Tornado Electro Wizard
Goblin Gang Bowler Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Bowler Electro Wizard
Electro Wizard Zap Goblin Gang Bowler
Goblin Gang Zap Bowler Electro Wizard
Goblin Gang Bowler Zap Tornado Electro Wizard
Goblin Gang Bowler
Zap Goblin Gang Tornado Ice Wizard Electro Wizard
Goblin Gang Bowler Ice Wizard Electro Wizard
Zap Electro Wizard Tornado
Goblin Gang
Bowler
Zap Tornado Bowler Electro Wizard
Bowler Goblin Gang
Bowler
Goblin Gang Electro Wizard Zap Tornado Bowler
Bowler Zap Ice Wizard 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.)

Zap Tornado Bowler Ice Wizard Electro Wizard
Zap Bowler
Zap Tornado Ice Wizard
Tornado Bowler
Zap Tornado Bowler Ice Wizard
Zap Tornado
Goblin Gang Tornado Bowler Electro Wizard
Zap Tornado Bowler Electro Wizard
Zap Tornado
Bowler
Zap
Zap Bowler
Bowler
Tornado
Zap Bowler Electro Wizard
Zap Tornado Bowler
Bowler
Tornado
Tornado Bowler
Zap
Zap Tornado Bowler Ice Wizard
Zap Tornado Bowler Ice Wizard Electro Wizard
Zap Tornado Bowler
Zap Tornado
Zap Tornado Ice Wizard Electro Wizard
Zap Electro Wizard
Bowler
Zap
Zap Electro Wizard
Bowler
Zap Electro Wizard Goblin Gang
Zap Tornado Ice Wizard Electro Wizard
Goblin Gang Bowler Electro Wizard
Zap Bowler
Zap Tornado
Zap Goblin Gang Tornado Bowler Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Bowler Electro Wizard

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