My Best Clash Royale Deck

Deck Check Rating

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Zappies Ice Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Zappies Ice Wizard Sparky

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Royal Delivery Earthquake

Punishments

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

Goblin Gang Wall Breakers

Pump responses

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

Earthquake

Dropped at the bridge

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

Goblin Gang Wall Breakers

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 Wall Breakers Sparky
Giant Snowball
Goblin Gang Zappies Wall Breakers
Zap
Goblin Gang Zappies Wall Breakers Sparky
Barbarian Barrel
Goblin Gang Bomb Tower Zappies Wall Breakers Ice Wizard Sparky
The Log
Goblin Gang Zappies Wall Breakers Sparky
Earthquake
Goblin Gang Bomb Tower Zappies
Arrows
Goblin Gang Zappies Wall Breakers
Royal Delivery
Goblin Gang Zappies Wall Breakers Ice Wizard Sparky
Fireball
Goblin Gang Bomb Tower Zappies Wall Breakers Ice Wizard Sparky
Poison
Goblin Gang Bomb Tower Zappies Ice Wizard Sparky
Lightning
Bomb Tower Ice Wizard Sparky
Rocket
Bomb Tower Sparky

Against air swarms

Spells and units that can counter air swarms.

Royal Delivery Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Royal Delivery Earthquake Bomb Tower Ice Wizard Sparky

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 Delivery Ice Wizard Sparky

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

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.

Wall Breakers Goblin Gang Royal Delivery Earthquake Ice Wizard Bomb Tower Zappies Sparky

Shortest cycle

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

11 Wall Breakers Goblin Gang Royal Delivery Earthquake

Attack Synergies 0 4

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
Sparky
Royal Delivery
Earthquake
Wall Breakers Sparky
Bomb Tower
Zappies
Wall Breakers
Wall Breakers
Earthquake Zappies
Ice Wizard
Sparky
Goblin Gang Earthquake

Defense Synergies 1 13

Goblin Gang
Royal Delivery Bomb Tower Zappies Ice Wizard Sparky
Royal Delivery
Bomb Tower Goblin Gang Earthquake Ice Wizard Sparky
Earthquake
Royal Delivery Bomb Tower Zappies Ice Wizard Sparky
Bomb Tower
Royal Delivery Goblin Gang Earthquake Ice Wizard
Zappies
Goblin Gang Earthquake
Wall Breakers
Ice Wizard
Goblin Gang Royal Delivery Earthquake Bomb Tower
Sparky
Goblin Gang Royal Delivery Earthquake

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.

Earthquake Zappies Sparky
Bomb Tower Sparky Goblin Gang Royal Delivery Zappies Ice Wizard
Goblin Gang Bomb Tower Sparky Royal Delivery Zappies Ice Wizard
Bomb Tower Sparky Goblin Gang Zappies Ice Wizard
Royal Delivery Earthquake Bomb Tower Sparky
Goblin Gang Royal Delivery Earthquake Bomb Tower Zappies Ice Wizard
Goblin Gang Royal Delivery Bomb Tower Zappies Ice Wizard
Earthquake Bomb Tower Sparky
Zappies Sparky Goblin Gang Bomb Tower Ice Wizard
Goblin Gang Royal Delivery Zappies Ice Wizard Sparky
Goblin Gang Ice Wizard Royal Delivery Earthquake Bomb Tower Zappies
Goblin Gang Royal Delivery Zappies Ice Wizard
Bomb Tower Sparky Goblin Gang Royal Delivery Earthquake Zappies Ice Wizard
Bomb Tower Sparky Goblin Gang Royal Delivery Earthquake Zappies
Sparky Goblin Gang Bomb Tower Zappies
Bomb Tower Goblin Gang Royal Delivery Zappies Sparky
Bomb Tower Sparky Goblin Gang Royal Delivery Zappies
Royal Delivery Bomb Tower Goblin Gang Zappies Ice Wizard
Royal Delivery Earthquake Bomb Tower Zappies Ice Wizard
Sparky Bomb Tower Zappies
Goblin Gang Royal Delivery Earthquake Bomb Tower Zappies Sparky
Bomb Tower Zappies Sparky

Counters to secondary win conditions

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

Goblin Gang Royal Delivery Zappies Sparky
Royal Delivery Goblin Gang Bomb Tower
Goblin Gang Royal Delivery Zappies Bomb Tower Sparky
Goblin Gang Royal Delivery Zappies Sparky
Goblin Gang Royal Delivery Zappies Sparky
Royal Delivery Goblin Gang Bomb Tower Zappies Ice Wizard
Goblin Gang Royal Delivery Sparky Bomb Tower Zappies Ice Wizard
Royal Delivery Bomb Tower Zappies Sparky
Royal Delivery Bomb Tower Zappies Sparky
Goblin Gang Royal Delivery Zappies Sparky
Bomb Tower Zappies Sparky
Royal Delivery
Royal Delivery Goblin Gang Bomb Tower Zappies Sparky
Bomb Tower Zappies Sparky
Goblin Gang Zappies Sparky Royal Delivery Bomb Tower
Royal Delivery Earthquake Bomb Tower Zappies Ice Wizard Sparky
Royal Delivery Bomb Tower Ice 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.)

Earthquake Sparky
Ice Wizard
Earthquake Sparky
Earthquake Sparky
Earthquake Sparky
Ice Wizard
Earthquake Sparky
Earthquake Ice Wizard
Goblin Gang Sparky
Earthquake Sparky
Earthquake Sparky
Earthquake
Earthquake Sparky
Earthquake Sparky
Earthquake Sparky
Earthquake Sparky
Sparky
Earthquake Sparky
Earthquake
Earthquake Sparky
Sparky
Earthquake
Earthquake Ice Wizard Sparky
Earthquake Ice Wizard Sparky
Sparky
Sparky
Ice Wizard Sparky
Zappies
Sparky
Earthquake Sparky
Zappies Sparky
Sparky
Earthquake Sparky
Earthquake Goblin Gang Zappies
Zappies Ice Wizard
Goblin Gang Sparky
Earthquake
Sparky
Sparky
Goblin Gang Zappies Sparky
Zappies
Sparky
Sparky
Sparky

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