My Best Clash Royale Deck

Deck Check Rating

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

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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Minions Rascals Ice 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.

Bats Rascals Ice Wizard Fisherman

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.

Earthquake

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.

Goblins Rascals

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
Bats Minions Skeleton Army Fisherman
Giant Snowball
Goblins Bats Minions Skeleton Army Fisherman
Zap
Goblins Bats Minions Skeleton Army Fisherman
Barbarian Barrel
Goblins Rascals Skeleton Army Ice Wizard
The Log
Goblins Rascals Skeleton Army Fisherman
Earthquake
Skeleton Army
Arrows
Goblins Bats Minions Rascals Skeleton Army
Royal Delivery
Goblins Bats Minions Rascals Skeleton Army Ice Wizard Fisherman
Fireball
Minions Rascals Skeleton Army Ice Wizard Fisherman
Poison
Bats Minions Rascals Skeleton Army Ice Wizard Fisherman
Lightning
Ice Wizard Fisherman
Rocket
Rascals

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake 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.

Bats 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.

Goblins Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Goblins Bats Minions Earthquake Skeleton Army Ice Wizard Fisherman Rascals

Shortest cycle

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

10 Goblins Bats Minions Earthquake

Attack Synergies 0 6

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
Bats
Minions Rascals Fisherman
Minions
Bats Rascals Fisherman
Rascals
Bats Minions
Earthquake
Skeleton Army
Ice Wizard
Fisherman
Fisherman
Bats Minions Ice Wizard

Defense Synergies 0 12

Goblins
Ice Wizard Fisherman
Bats
Minions Rascals Earthquake Ice Wizard Fisherman
Minions
Bats Ice Wizard Fisherman
Rascals
Bats
Earthquake
Bats Ice Wizard
Skeleton Army
Ice Wizard
Ice Wizard
Goblins Bats Minions Earthquake Skeleton Army Fisherman
Fisherman
Goblins Bats Minions Ice 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.

Earthquake Minions
Skeleton Army Goblins Bats Minions Rascals Ice Wizard Fisherman
Skeleton Army Fisherman Goblins Bats Minions Rascals Ice Wizard
Skeleton Army Goblins Bats Minions Rascals Ice Wizard Fisherman
Earthquake Skeleton Army
Skeleton Army Goblins Bats Minions Rascals Earthquake Ice Wizard
Bats Minions Rascals Ice Wizard
Earthquake Rascals
Goblins Minions Rascals Skeleton Army Ice Wizard Fisherman
Skeleton Army Goblins Rascals Ice Wizard Fisherman
Goblins Bats Minions Skeleton Army Ice Wizard Rascals Earthquake Fisherman
Minions Bats Rascals Ice Wizard
Skeleton Army Bats Minions Rascals Earthquake Ice Wizard
Skeleton Army Goblins Bats Minions Rascals Earthquake
Skeleton Army Rascals
Skeleton Army Rascals Fisherman
Goblins Bats Minions Rascals Skeleton Army Fisherman
Goblins Bats Minions Rascals Skeleton Army Ice Wizard Fisherman
Earthquake Bats Minions Rascals Ice Wizard Fisherman
Fisherman
Rascals Skeleton Army Goblins Bats Minions Earthquake Fisherman

Counters to secondary win conditions

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

Rascals Skeleton Army Goblins Fisherman
Fisherman
Skeleton Army Goblins Bats Minions Rascals Fisherman
Skeleton Army Bats Rascals Fisherman
Rascals Skeleton Army Fisherman
Bats Minions Rascals Ice Wizard
Rascals Skeleton Army Goblins Bats Minions Ice Wizard
Rascals Skeleton Army Fisherman
Goblins Bats Minions Skeleton Army
Skeleton Army
Bats Minions Rascals
Skeleton Army
Rascals Skeleton Army
Rascals Skeleton Army
Rascals Skeleton Army Goblins Bats Minions Fisherman
Bats Minions Rascals Earthquake 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 Rascals
Ice Wizard Fisherman
Earthquake
Earthquake Rascals
Earthquake
Bats Minions Ice Wizard
Earthquake
Earthquake Ice Wizard
Fisherman
Goblins Bats Minions Fisherman
Earthquake Fisherman
Earthquake Fisherman
Earthquake Minions Fisherman
Earthquake Fisherman
Earthquake
Earthquake
Earthquake
Bats Minions Fisherman
Earthquake Fisherman
Earthquake
Minions Earthquake
Fisherman
Earthquake
Earthquake Ice Wizard
Fisherman
Earthquake Ice Wizard Fisherman
Fisherman
Fisherman
Bats Ice Wizard
Bats Minions
Earthquake
Earthquake
Earthquake Bats Minions Skeleton Army
Ice Wizard
Rascals
Earthquake
Bats Minions Rascals
Bats

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