My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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!
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.

Wizard Electro Wizard Inferno Dragon

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 Electro Wizard Inferno Dragon Golden Knight

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.

Arrows

Punishments

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

Elite Barbarians Golden Knight

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.

Goblins Elite Barbarians

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.

Elite Barbarians Electro Wizard Golden Knight

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
Elite Barbarians Inferno Dragon
Giant Snowball
Goblins Inferno Dragon
Zap
Goblins Inferno Dragon
Barbarian Barrel
Goblins Elite Barbarians Wizard Electro Wizard
The Log
Goblins Elite Barbarians
Earthquake
Arrows
Goblins
Royal Delivery
Goblins Elite Barbarians Wizard Electro Wizard Inferno Dragon
Fireball
Elite Barbarians Wizard Electro Wizard Inferno Dragon
Poison
Wizard Electro Wizard
Lightning
Elite Barbarians Wizard Electro Wizard Inferno Dragon
Rocket
Elite Barbarians Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

Ladder info

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.

Arrows Inferno Dragon

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.

Elite Barbarians

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.

Goblins 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 Goblins Arrows Electro Wizard Inferno Dragon Golden Knight Wizard Elite Barbarians

Shortest cycle

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

9 Mirror Goblins Arrows Electro Wizard

Attack Synergies 2 2

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.

Goblins
Arrows
Elite Barbarians Mirror
Elite Barbarians
Arrows Wizard Golden Knight
Wizard
Elite Barbarians
Mirror
Arrows
Electro Wizard
Inferno Dragon
Golden Knight
Elite Barbarians

Defense Synergies 1 10

Goblins
Wizard Electro Wizard
Arrows
Mirror Golden Knight
Elite Barbarians
Wizard Golden Knight
Wizard
Goblins Elite Barbarians Electro Wizard Golden Knight
Mirror
Arrows Electro Wizard Inferno Dragon
Electro Wizard
Goblins Wizard Mirror Inferno Dragon
Inferno Dragon
Mirror Electro Wizard
Golden Knight
Arrows Elite Barbarians Wizard

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.

Wizard Electro Wizard Golden Knight
Elite Barbarians Inferno Dragon Goblins Electro Wizard
Goblins Elite Barbarians Electro Wizard Inferno Dragon
Elite Barbarians Inferno Dragon Goblins Electro Wizard
Arrows Elite Barbarians
Arrows Goblins Electro Wizard
Electro Wizard Inferno Dragon Arrows Wizard
Arrows Electro Wizard Golden Knight
Inferno Dragon Goblins Elite Barbarians
Elite Barbarians Goblins Electro Wizard
Goblins Electro Wizard Arrows Wizard
Arrows Inferno Dragon Wizard Electro Wizard
Elite Barbarians Wizard Electro Wizard
Wizard Goblins Arrows Electro Wizard Golden Knight
Elite Barbarians Inferno Dragon Electro Wizard
Elite Barbarians Electro Wizard Inferno Dragon
Wizard Goblins Arrows Elite Barbarians Electro Wizard
Arrows Goblins Elite Barbarians Wizard Electro Wizard Golden Knight
Arrows Wizard Electro Wizard Inferno Dragon
Elite Barbarians Electro Wizard Inferno Dragon
Wizard Goblins Arrows Elite Barbarians Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Goblins Elite Barbarians Electro Wizard
Electro Wizard Arrows Elite Barbarians Wizard Inferno Dragon
Goblins Elite Barbarians Electro Wizard Golden Knight
Elite Barbarians Electro Wizard
Elite Barbarians Inferno Dragon
Arrows Wizard Electro Wizard
Goblins Elite Barbarians Electro Wizard
Elite Barbarians Inferno Dragon
Electro Wizard Goblins Elite Barbarians Inferno Dragon
Inferno Dragon
Inferno Dragon Elite Barbarians Golden Knight
Arrows Elite Barbarians Electro Wizard
Elite Barbarians Wizard Golden Knight
Wizard
Elite Barbarians Electro Wizard Goblins Inferno Dragon Golden Knight
Arrows Elite Barbarians Wizard Electro Wizard Inferno Dragon Golden Knight
Arrows 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.)

Arrows Golden Knight
Arrows Electro Wizard Golden Knight
Arrows
Arrows
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard Golden Knight
Goblins Elite Barbarians Electro Wizard
Arrows Wizard Electro Wizard Golden Knight
Arrows Wizard
Elite Barbarians Golden Knight
Arrows
Arrows Elite Barbarians
Arrows Wizard Golden Knight
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Arrows Wizard Golden Knight
Arrows Wizard
Arrows
Arrows Wizard
Inferno Dragon
Arrows Wizard Electro Wizard Golden Knight
Arrows Wizard Golden Knight
Arrows Golden Knight
Elite Barbarians Arrows Wizard Electro Wizard
Electro Wizard Wizard
Elite Barbarians
Arrows Wizard
Arrows Electro Wizard
Arrows Wizard
Electro Wizard
Arrows Wizard Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Wizard
Arrows
Elite Barbarians
Elite Barbarians Electro Wizard Golden Knight
Electro Wizard
Electro Wizard Golden Knight
Inferno Dragon
Wizard

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