My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Missing cards in your collection

Rascals

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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.

Furnace Goblin Hut Ice Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace Goblin Hut Barbarian Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Furnace Goblin Hut Barbarian Hut Ice Wizard Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball

Punishments

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

Royal Ghost

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Ghost

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.

Royal Ghost 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
Giant Snowball
Furnace Goblin Hut
Zap
Furnace Goblin Hut
Barbarian Barrel
Furnace Goblin Hut Barbarian Hut Ice Wizard Royal Ghost Electro Wizard
The Log
Furnace Goblin Hut Barbarian Hut
Earthquake
Furnace Goblin Hut Barbarian Hut
Arrows
Furnace Goblin Hut
Royal Delivery
Goblin Hut Ice Wizard Royal Ghost Electro Wizard
Fireball
Furnace Goblin Hut Barbarian Hut Ice Wizard Electro Wizard
Poison
Furnace Goblin Hut Barbarian Hut Ice Wizard Electro Wizard
Lightning
Furnace Goblin Hut Barbarian Hut Ice Wizard Electro Wizard
Rocket
Furnace Goblin Hut Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Fireball Furnace Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Furnace Ice Wizard Royal Ghost

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.

Ice Wizard Royal Ghost

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 Furnace 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.

Mirror Ice Wizard Royal Ghost Fireball Furnace Electro Wizard Goblin Hut Barbarian Hut

Shortest cycle

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

10 Mirror Ice Wizard Royal Ghost Fireball

Attack Synergies 1 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.

Fireball
Mirror Electro Wizard
Furnace
Goblin Hut Barbarian Hut Mirror Royal Ghost
Goblin Hut
Furnace Barbarian Hut Mirror Ice Wizard Royal Ghost
Barbarian Hut
Furnace Goblin Hut Mirror Ice Wizard Royal Ghost
Mirror
Fireball Furnace Goblin Hut Barbarian Hut Royal Ghost
Ice Wizard
Goblin Hut Barbarian Hut
Royal Ghost
Furnace Goblin Hut Barbarian Hut Mirror Electro Wizard
Electro Wizard
Fireball Royal Ghost

Defense Synergies 2 19

Fireball
Mirror Goblin Hut Barbarian Hut Ice Wizard Electro Wizard
Furnace
Mirror Goblin Hut Barbarian Hut Ice Wizard Royal Ghost Electro Wizard
Goblin Hut
Fireball Furnace Barbarian Hut Mirror Ice Wizard Royal Ghost Electro Wizard
Barbarian Hut
Fireball Furnace Goblin Hut Ice Wizard Electro Wizard
Mirror
Fireball Furnace Goblin Hut Ice Wizard Electro Wizard
Ice Wizard
Fireball Furnace Goblin Hut Barbarian Hut Mirror
Royal Ghost
Furnace Goblin Hut Electro Wizard
Electro Wizard
Fireball Furnace Goblin Hut Barbarian Hut Mirror Royal Ghost

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.

Barbarian Hut Fireball Goblin Hut Electro Wizard
Barbarian Hut Furnace Goblin Hut Ice Wizard Electro Wizard
Furnace Goblin Hut Barbarian Hut Ice Wizard Electro Wizard
Goblin Hut Barbarian Hut Furnace Ice Wizard Electro Wizard
Fireball
Fireball Furnace Ice Wizard Royal Ghost Electro Wizard
Furnace Electro Wizard Fireball Goblin Hut Barbarian Hut Ice Wizard
Barbarian Hut Fireball Electro Wizard
Barbarian Hut Furnace Goblin Hut Ice Wizard
Ice Wizard Royal Ghost Electro Wizard
Ice Wizard Electro Wizard Fireball Furnace Goblin Hut Royal Ghost
Fireball Furnace Goblin Hut Barbarian Hut Ice Wizard Electro Wizard
Furnace Goblin Hut Barbarian Hut Fireball Ice Wizard Electro Wizard
Fireball Barbarian Hut Furnace Goblin Hut Royal Ghost Electro Wizard
Barbarian Hut Furnace Goblin Hut Electro Wizard
Barbarian Hut Fireball Furnace Goblin Hut Electro Wizard
Barbarian Hut Fireball Furnace Goblin Hut Electro Wizard
Fireball Furnace Goblin Hut Barbarian Hut Ice Wizard Royal Ghost Electro Wizard
Furnace Fireball Goblin Hut Barbarian Hut Ice Wizard Royal Ghost Electro Wizard
Barbarian Hut Goblin Hut Electro Wizard
Royal Ghost Fireball Furnace Electro Wizard

Counters to secondary win conditions

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

Barbarian Hut Fireball Furnace Goblin Hut Royal Ghost Electro Wizard
Fireball Electro Wizard Royal Ghost
Furnace Goblin Hut Barbarian Hut Electro Wizard
Fireball Barbarian Hut Electro Wizard
Barbarian Hut Goblin Hut
Fireball Furnace Goblin Hut Ice Wizard Electro Wizard
Fireball Furnace Goblin Hut Barbarian Hut Ice Wizard Electro Wizard
Barbarian Hut
Electro Wizard Fireball Goblin Hut Barbarian Hut
Goblin Hut Barbarian Hut
Goblin Hut
Fireball Electro Wizard
Fireball Barbarian Hut
Fireball Furnace Barbarian Hut
Goblin Hut Electro Wizard Fireball Furnace Barbarian Hut
Fireball Goblin Hut Barbarian Hut Ice Wizard Royal Ghost 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 Barbarian Hut Royal Ghost
Fireball Ice Wizard Royal Ghost Electro Wizard
Fireball Goblin Hut Barbarian Hut
Fireball Barbarian Hut
Fireball Furnace
Fireball Furnace Ice Wizard
Furnace
Fireball Barbarian Hut Ice Wizard
Fireball
Fireball Electro Wizard
Fireball Electro Wizard
Fireball
Fireball Goblin Hut Barbarian Hut
Fireball
Fireball Furnace Goblin Hut Barbarian Hut
Fireball Furnace Goblin Hut Barbarian Hut
Fireball Furnace Goblin Hut Barbarian Hut
Fireball
Fireball Electro Wizard
Fireball
Fireball
Fireball
Fireball Barbarian Hut
Fireball Furnace Ice Wizard
Fireball Ice Wizard Royal Ghost Electro Wizard
Fireball
Fireball
Fireball Furnace Ice Wizard Electro Wizard
Electro Wizard Fireball Goblin Hut
Fireball
Fireball
Fireball Electro Wizard
Fireball
Electro Wizard Fireball Goblin Hut Barbarian Hut
Fireball Ice Wizard Electro Wizard
Fireball
Fireball Electro Wizard
Fireball
Fireball
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Royal Ghost Electro Wizard

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