My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Minion Horde 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.

Spear Goblins Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Freeze

Punishments

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

Hog Rider

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.

Spear Goblins Barbarians Minion Horde Hog Rider

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.

Hog Rider

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
Spear Goblins Minion Horde Hog Rider Skeleton Army
Giant Snowball
Spear Goblins Barbarians Minion Horde Hog Rider Skeleton Army
Zap
Spear Goblins Minion Horde Skeleton Army
Barbarian Barrel
Spear Goblins Barbarians Wizard Skeleton Army
The Log
Spear Goblins Barbarians Hog Rider Skeleton Army
Earthquake
Spear Goblins Barbarians Hog Rider Skeleton Army
Arrows
Spear Goblins Minion Horde Skeleton Army
Royal Delivery
Spear Goblins Barbarians Minion Horde Hog Rider Wizard Skeleton Army
Fireball
Barbarians Minion Horde Hog Rider Wizard Skeleton Army
Poison
Spear Goblins Barbarians Minion Horde Wizard Skeleton Army
Lightning
Wizard
Rocket
Barbarians Minion Horde Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Freeze

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.

Spear Goblins Skeleton Army Freeze

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 Minion Horde 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Zap Skeleton Army Hog Rider Freeze Barbarians Minion Horde Wizard

Shortest cycle

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

11 Spear Goblins Zap Skeleton Army Hog Rider

Attack Synergies 3 7

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.

Spear Goblins
Hog Rider Zap
Zap
Hog Rider Spear Goblins Minion Horde Freeze
Barbarians
Hog Rider
Minion Horde
Zap Hog Rider Freeze
Hog Rider
Spear Goblins Zap Freeze Barbarians Minion Horde Wizard
Wizard
Hog Rider
Skeleton Army
Freeze
Hog Rider Zap Minion Horde

Defense Synergies 0 12

Spear Goblins
Zap Barbarians Skeleton Army
Zap
Spear Goblins Barbarians Minion Horde Skeleton Army
Barbarians
Spear Goblins Zap Minion Horde Skeleton Army
Minion Horde
Zap Barbarians Freeze
Hog Rider
Wizard
Skeleton Army Freeze
Skeleton Army
Spear Goblins Zap Barbarians Wizard Freeze
Freeze
Minion Horde Wizard 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.

Spear Goblins Zap Minion Horde Wizard
Barbarians Minion Horde Skeleton Army Zap
Barbarians Minion Horde Skeleton Army Freeze
Barbarians Minion Horde Skeleton Army
Barbarians Skeleton Army
Skeleton Army Freeze Spear Goblins Zap
Minion Horde Spear Goblins Zap Wizard Freeze
Zap Barbarians
Barbarians Minion Horde Skeleton Army
Skeleton Army Spear Goblins Barbarians Minion Horde
Barbarians Minion Horde Skeleton Army Spear Goblins Zap Wizard Freeze
Minion Horde Spear Goblins Zap Wizard
Barbarians Minion Horde Skeleton Army Zap Wizard Freeze
Wizard Skeleton Army Zap Barbarians Minion Horde Freeze
Barbarians Skeleton Army Minion Horde
Barbarians Minion Horde Skeleton Army Zap Freeze
Barbarians Minion Horde Wizard Skeleton Army
Spear Goblins Zap Barbarians Minion Horde Wizard Skeleton Army
Zap Wizard Freeze Spear Goblins Barbarians
Barbarians
Wizard Skeleton Army Spear Goblins Barbarians Minion Horde

Counters to secondary win conditions

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

Barbarians Skeleton Army Spear Goblins Zap
Zap Wizard
Barbarians Skeleton Army Spear Goblins Zap Minion Horde
Skeleton Army Zap Barbarians Minion Horde
Barbarians Minion Horde Skeleton Army
Wizard Zap Minion Horde Freeze
Skeleton Army Spear Goblins Barbarians Minion Horde
Barbarians Minion Horde Skeleton Army
Zap Minion Horde Freeze Spear Goblins Barbarians Skeleton Army
Barbarians Minion Horde Skeleton Army
Barbarians Minion Horde
Skeleton Army Zap Barbarians
Barbarians Skeleton Army Minion Horde Wizard
Wizard Barbarians Minion Horde Skeleton Army
Barbarians Skeleton Army Spear Goblins Zap Minion Horde Freeze
Zap Barbarians Minion Horde Wizard Freeze
Zap

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.)

Minion Horde Freeze
Zap
Minion Horde
Barbarians Freeze
Wizard Zap Minion Horde
Wizard Spear Goblins Zap Minion Horde Freeze
Minion Horde Wizard
Zap Wizard Freeze
Zap Wizard
Minion Horde
Zap Minion Horde Wizard
Zap Wizard
Minion Horde Freeze
Zap
Spear Goblins Zap Minion Horde Wizard
Minion Horde Wizard
Freeze
Minion Horde
Zap Wizard
Zap Wizard
Minion Horde
Wizard
Zap Barbarians Minion Horde
Zap Freeze Wizard
Minion Horde
Zap Wizard
Zap Wizard
Zap
Zap Minion Horde Wizard
Zap Minion Horde Wizard Freeze
Minion Horde
Zap Minion Horde Wizard
Zap Minion Horde Freeze
Minion Horde
Wizard
Zap Minion Horde Spear Goblins Barbarians Skeleton Army Freeze
Zap Wizard
Freeze
Minion Horde Wizard
Zap Wizard
Zap
Minion Horde
Zap Minion Horde Freeze
Zap
Zap Freeze
Wizard

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