My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Ram Rider

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Wizard 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.

Wizard P.E.K.K.A Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Fireball Freeze

Punishments

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

Goblin Gang Graveyard

Pump responses

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

Fireball Graveyard

Dropped at the bridge

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

Goblin Gang P.E.K.K.A

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.

Electro Wizard Graveyard

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 Graveyard
Giant Snowball
Goblin Gang Graveyard
Zap
Goblin Gang Graveyard
Barbarian Barrel
Goblin Gang Wizard Ice Wizard Electro Wizard Graveyard
The Log
Goblin Gang Graveyard
Earthquake
Goblin Gang Graveyard
Arrows
Goblin Gang Graveyard
Royal Delivery
Goblin Gang Wizard P.E.K.K.A Ice Wizard Electro Wizard Graveyard
Fireball
Goblin Gang Wizard Ice Wizard Electro Wizard
Poison
Goblin Gang Wizard Ice Wizard Electro Wizard Graveyard
Lightning
Wizard Ice Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Freeze Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Freeze 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.

Freeze P.E.K.K.A 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 Graveyard

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 Fireball Wizard 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.

RIP

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 Fireball Freeze Electro Wizard Wizard Graveyard P.E.K.K.A

Shortest cycle

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

14 Goblin Gang Ice Wizard Fireball Freeze

Attack Synergies 4 7

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
P.E.K.K.A
Fireball
Graveyard Freeze Electro Wizard
Wizard
P.E.K.K.A
Freeze
Graveyard Fireball
P.E.K.K.A
Electro Wizard Goblin Gang Wizard Ice Wizard Graveyard
Ice Wizard
P.E.K.K.A Graveyard
Electro Wizard
P.E.K.K.A Graveyard Fireball
Graveyard
Fireball Freeze Electro Wizard P.E.K.K.A Ice Wizard

Defense Synergies 0 13

Goblin Gang
P.E.K.K.A Ice Wizard Electro Wizard
Fireball
Freeze Ice Wizard Electro Wizard
Wizard
Freeze P.E.K.K.A Ice Wizard Electro Wizard
Freeze
Fireball Wizard Electro Wizard
P.E.K.K.A
Goblin Gang Wizard Ice Wizard Electro Wizard
Ice Wizard
Goblin Gang Fireball Wizard P.E.K.K.A
Electro Wizard
Goblin Gang Fireball Wizard Freeze P.E.K.K.A
Graveyard

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.

Fireball Wizard Electro Wizard
P.E.K.K.A Goblin Gang Ice Wizard Electro Wizard
Goblin Gang P.E.K.K.A Freeze Ice Wizard Electro Wizard
P.E.K.K.A Goblin Gang Ice Wizard Electro Wizard
Fireball P.E.K.K.A
Goblin Gang Fireball Freeze Ice Wizard Electro Wizard
Electro Wizard Goblin Gang Fireball Wizard Freeze Ice Wizard
Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Ice Wizard
Goblin Gang Ice Wizard Electro Wizard
Goblin Gang Ice Wizard Electro Wizard Fireball Wizard Freeze
Goblin Gang Fireball Wizard Ice Wizard Electro Wizard
P.E.K.K.A Goblin Gang Fireball Wizard Freeze Ice Wizard Electro Wizard
Fireball Wizard Goblin Gang Freeze P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Goblin Gang Fireball Freeze P.E.K.K.A Electro Wizard
Wizard Goblin Gang Fireball P.E.K.K.A Electro Wizard
Fireball Goblin Gang Wizard Ice Wizard Electro Wizard
Wizard Freeze Fireball Ice Wizard Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Wizard Fireball P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Goblin Gang Wizard
Goblin Gang P.E.K.K.A Electro Wizard
Goblin Gang P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Goblin Gang
Fireball Wizard Goblin Gang Freeze Ice Wizard Electro Wizard
Goblin Gang P.E.K.K.A Fireball Ice Wizard Electro Wizard
P.E.K.K.A
Freeze P.E.K.K.A Electro Wizard Fireball
P.E.K.K.A Goblin Gang
P.E.K.K.A
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Goblin Gang Fireball Wizard
Wizard Fireball
Goblin Gang Electro Wizard Fireball Freeze P.E.K.K.A
Fireball Wizard Freeze P.E.K.K.A 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 Freeze
Fireball Ice Wizard Electro Wizard
Fireball
Fireball Freeze
Fireball Wizard
Fireball Wizard Freeze Ice Wizard
Wizard
Fireball Wizard Freeze Ice Wizard
Fireball Wizard
Goblin Gang Fireball Electro Wizard
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Fireball Freeze
Fireball
Fireball Wizard
Fireball Wizard
Fireball Freeze
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball
Freeze Fireball Wizard Ice Wizard
Fireball Wizard Ice Wizard Electro Wizard
Fireball Wizard
Fireball
Fireball Wizard Ice Wizard Electro Wizard
Electro Wizard Fireball Wizard Freeze
Fireball
Fireball Wizard
Fireball Freeze Electro Wizard
P.E.K.K.A
Fireball Wizard
Electro Wizard Goblin Gang Fireball Freeze
Fireball Wizard Ice Wizard Electro Wizard
Freeze
Fireball
Fireball Goblin Gang Wizard Electro Wizard
Fireball Wizard
Fireball
P.E.K.K.A
Goblin Gang Fireball Freeze Electro Wizard
Fireball Electro Wizard
Fireball Freeze Electro Wizard

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