My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Goblin Curse Phoenix Skeleton King Mighty Miner Monk

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Rascals Goblin Giant Ice Wizard

Defensive buildings

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

Tombstone

Investments

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

Rascals Tombstone Goblin Giant Ice Wizard

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Lightning

Punishments

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

Goblin Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Electro Spirit Barbarians Rascals Goblin Giant

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 Spirit

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
Skeleton Army
Giant Snowball
Barbarians Tombstone Skeleton Army
Zap
Tombstone Skeleton Army Goblin Giant
Barbarian Barrel
Electro Spirit Barbarians Rascals Tombstone Skeleton Army Ice Wizard
The Log
Electro Spirit Barbarians Rascals Tombstone Skeleton Army
Earthquake
Barbarians Tombstone Skeleton Army
Arrows
Electro Spirit Rascals Tombstone Skeleton Army
Royal Delivery
Electro Spirit Barbarians Rascals Skeleton Army Ice Wizard
Fireball
Barbarians Rascals Tombstone Skeleton Army Ice Wizard
Poison
Barbarians Rascals Tombstone Skeleton Army Ice Wizard
Lightning
Tombstone Ice Wizard
Rocket
Barbarians Rascals

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit 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.

Electro Spirit Tombstone Skeleton Army 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.

Skeleton Army

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.

Barbarians 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.

Electro Spirit Tombstone Skeleton Army Ice Wizard Barbarians Rascals Lightning Goblin Giant

Shortest cycle

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

10 Electro Spirit Tombstone Skeleton Army Ice Wizard

Attack Synergies 0 3

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.

Electro Spirit
Goblin Giant
Barbarians
Rascals
Tombstone
Skeleton Army
Lightning
Goblin Giant
Goblin Giant
Electro Spirit Lightning Ice Wizard
Ice Wizard
Goblin Giant

Defense Synergies 0 3

Electro Spirit
Barbarians
Skeleton Army
Rascals
Tombstone
Ice Wizard
Skeleton Army
Barbarians Ice Wizard
Lightning
Goblin Giant
Ice Wizard
Tombstone Skeleton Army

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.

Lightning Tombstone Goblin Giant
Barbarians Skeleton Army Rascals Tombstone Ice Wizard
Barbarians Skeleton Army Rascals Tombstone Lightning Ice Wizard
Barbarians Skeleton Army Rascals Tombstone Ice Wizard
Lightning Barbarians Tombstone Skeleton Army
Skeleton Army Electro Spirit Rascals Ice Wizard
Lightning Electro Spirit Rascals Tombstone Ice Wizard
Lightning Electro Spirit Barbarians Rascals Goblin Giant
Barbarians Rascals Tombstone Skeleton Army Ice Wizard
Skeleton Army Barbarians Rascals Ice Wizard
Barbarians Skeleton Army Ice Wizard Electro Spirit Rascals Tombstone Goblin Giant
Rascals Ice Wizard
Barbarians Tombstone Skeleton Army Rascals Lightning Ice Wizard
Skeleton Army Electro Spirit Barbarians Rascals Tombstone
Barbarians Skeleton Army Rascals Tombstone
Barbarians Skeleton Army Rascals Lightning
Barbarians Rascals Tombstone Skeleton Army
Tombstone Electro Spirit Barbarians Rascals Skeleton Army Ice Wizard
Electro Spirit Barbarians Rascals Tombstone Ice Wizard
Barbarians
Rascals Skeleton Army Electro Spirit Barbarians Goblin Giant

Counters to secondary win conditions

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

Barbarians Rascals Skeleton Army Tombstone
Lightning
Barbarians Tombstone Skeleton Army Rascals Lightning Goblin Giant
Skeleton Army Lightning Barbarians Rascals Goblin Giant
Barbarians Rascals Tombstone Skeleton Army Goblin Giant
Electro Spirit Rascals Goblin Giant Ice Wizard
Rascals Skeleton Army Barbarians Tombstone Lightning Goblin Giant Ice Wizard
Barbarians Rascals Skeleton Army Goblin Giant
Lightning Electro Spirit Barbarians Tombstone Skeleton Army
Barbarians Tombstone Skeleton Army Goblin Giant
Barbarians Rascals Tombstone
Skeleton Army Lightning Barbarians Goblin Giant
Barbarians Rascals Skeleton Army Lightning Tombstone Goblin Giant
Barbarians Rascals Skeleton Army
Barbarians Rascals Tombstone Skeleton Army Electro Spirit Lightning Goblin Giant
Electro Spirit Barbarians Rascals 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.)

Lightning Rascals
Ice Wizard
Lightning Goblin Giant
Lightning Barbarians Rascals
Electro Spirit Goblin Giant Ice Wizard
Lightning Ice Wizard
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning Barbarians
Electro Spirit Ice Wizard
Lightning Ice Wizard
Lightning
Lightning
Lightning Ice Wizard
Lightning Electro Spirit
Lightning
Lightning
Lightning Electro Spirit
Lightning
Lightning Electro Spirit Barbarians Tombstone Skeleton Army
Lightning Ice Wizard
Lightning Rascals
Lightning
Lightning
Electro Spirit Rascals Lightning
Lightning
Lightning Goblin Giant

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