My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Missing cards in your collection

Goblin Giant

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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Bomber Giant Skeleton Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Miner

Damage spells

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

Zap Fireball

Punishments

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

Hog Rider Miner

Pump responses

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

Fireball Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider 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.

Hog Rider 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
Bomber Hog Rider Giant Skeleton Miner
Giant Snowball
Bomber Hog Rider Miner
Zap
Bomber
Barbarian Barrel
Bomber Giant Skeleton Ice Wizard Electro Wizard
The Log
Bomber Hog Rider Giant Skeleton
Earthquake
Bomber Hog Rider
Arrows
Bomber
Royal Delivery
Bomber Hog Rider Giant Skeleton Miner Ice Wizard Electro Wizard
Fireball
Bomber Hog Rider Ice Wizard Electro Wizard
Poison
Bomber Ice Wizard Electro Wizard
Lightning
Ice Wizard Electro Wizard
Rocket
Hog Rider

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.

Bomber Zap Fireball 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.

Giant Skeleton Miner 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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Miner Ice Wizard Fireball Hog Rider Electro Wizard Giant Skeleton

Shortest cycle

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

10 Bomber Zap Miner Ice Wizard

Attack Synergies 5 14

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.

Bomber
Zap Hog Rider Giant Skeleton Miner
Zap
Fireball Hog Rider Miner Electro Wizard Bomber Giant Skeleton Ice Wizard
Fireball
Zap Hog Rider Miner Electro Wizard
Hog Rider
Zap Fireball Bomber Giant Skeleton Electro Wizard
Giant Skeleton
Bomber Zap Hog Rider Miner Ice Wizard Electro Wizard
Miner
Zap Bomber Fireball Giant Skeleton Electro Wizard
Ice Wizard
Zap Giant Skeleton
Electro Wizard
Zap Fireball Hog Rider Giant Skeleton Miner

Defense Synergies 2 11

Bomber
Zap Miner Electro Wizard
Zap
Fireball Electro Wizard Bomber Giant Skeleton Miner Ice Wizard
Fireball
Zap Miner Ice Wizard Electro Wizard
Hog Rider
Giant Skeleton
Zap Ice Wizard Electro Wizard
Miner
Bomber Zap Fireball
Ice Wizard
Zap Fireball Giant Skeleton
Electro Wizard
Zap Bomber Fireball 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.

Bomber Zap Fireball Electro Wizard
Bomber Zap Ice Wizard Electro Wizard
Bomber Giant Skeleton Ice Wizard Electro Wizard
Bomber Ice Wizard Electro Wizard
Bomber Fireball Giant Skeleton
Fireball Bomber Zap Ice Wizard Electro Wizard
Electro Wizard Zap Fireball Ice Wizard
Zap Fireball Giant Skeleton Electro Wizard
Ice Wizard
Bomber Giant Skeleton Miner Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Bomber Zap Fireball Giant Skeleton
Zap Fireball Ice Wizard Electro Wizard
Bomber Zap Fireball Giant Skeleton Ice Wizard Electro Wizard
Bomber Fireball Zap Electro Wizard
Electro Wizard
Zap Fireball Electro Wizard
Bomber Fireball Electro Wizard
Fireball Bomber Zap Ice Wizard Electro Wizard
Zap Bomber Fireball Giant Skeleton Ice Wizard Electro Wizard
Electro Wizard
Bomber Fireball Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Zap Fireball Giant Skeleton Electro Wizard
Fireball Electro Wizard Bomber Zap Miner
Giant Skeleton Zap Electro Wizard
Giant Skeleton Zap Fireball Electro Wizard
Giant Skeleton
Fireball Zap Ice Wizard Electro Wizard
Fireball Giant Skeleton Ice Wizard Electro Wizard
Giant Skeleton
Zap Giant Skeleton Electro Wizard Fireball
Giant Skeleton
Zap Fireball Giant Skeleton Electro Wizard
Giant Skeleton Fireball
Bomber Fireball
Electro Wizard Bomber Zap Fireball Giant Skeleton
Bomber Zap Fireball Giant Skeleton 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.)

Fireball Giant Skeleton
Fireball Zap Miner Ice Wizard Electro Wizard
Fireball Giant Skeleton Miner
Fireball Giant Skeleton
Bomber Fireball Zap
Fireball Zap Ice Wizard
Bomber
Fireball Zap Ice Wizard
Fireball Miner Zap
Fireball Electro Wizard
Miner Zap Fireball Electro Wizard
Fireball Zap
Fireball Miner
Fireball
Zap Fireball
Bomber Zap Fireball
Fireball
Fireball
Bomber
Bomber Zap Fireball Electro Wizard
Bomber Zap Fireball Miner
Fireball Giant Skeleton
Fireball
Zap Fireball
Zap Bomber Fireball Ice Wizard
Fireball Miner Zap Ice Wizard Electro Wizard
Fireball Zap Miner
Fireball Miner Zap
Zap Fireball Ice Wizard Electro Wizard
Zap Electro Wizard Fireball
Fireball
Bomber Zap Fireball Miner
Zap Fireball Electro Wizard
Giant Skeleton
Fireball
Zap Electro Wizard Fireball
Fireball Zap Ice Wizard Electro Wizard
Fireball
Fireball Miner Electro Wizard
Bomber Zap Fireball
Zap Fireball Giant Skeleton
Zap Fireball Giant Skeleton Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Giant Skeleton Miner Electro Wizard

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