My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Gang Wizard Ice 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.

Giant Wizard Ice Wizard Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Tornado

Punishments

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

Goblin Gang Giant

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.

Goblin Gang 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 Wizard

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 Giant Inferno Dragon
Giant Snowball
Goblin Gang Inferno Dragon
Zap
Goblin Gang Inferno Dragon
Barbarian Barrel
Goblin Gang Wizard Ice Wizard Electro Wizard
The Log
Goblin Gang
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Wizard Ice Wizard Electro Wizard Inferno Dragon
Fireball
Goblin Gang Wizard Ice Wizard Electro Wizard Inferno Dragon
Poison
Goblin Gang Wizard Ice Wizard Electro Wizard
Lightning
Wizard Ice Wizard Electro Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado 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.

Tornado Ice Wizard Inferno Dragon

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 Wizard Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Gang Tornado Ice Wizard Electro Wizard Inferno Dragon Giant Wizard

Shortest cycle

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

11 Zap Goblin Gang Tornado Ice Wizard

Attack Synergies 4 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.

Zap
Giant Tornado Electro Wizard Ice Wizard
Goblin Gang
Giant
Giant
Zap Goblin Gang Wizard Tornado Ice Wizard Electro Wizard
Wizard
Tornado Giant
Tornado
Zap Wizard Giant Ice Wizard
Ice Wizard
Zap Giant Tornado
Electro Wizard
Zap Giant
Inferno Dragon

Defense Synergies 3 13

Zap
Electro Wizard Goblin Gang Tornado Ice Wizard Inferno Dragon
Goblin Gang
Zap Ice Wizard Electro Wizard Inferno Dragon
Giant
Wizard
Tornado Ice Wizard Electro Wizard
Tornado
Wizard Ice Wizard Zap Electro Wizard Inferno Dragon
Ice Wizard
Tornado Zap Goblin Gang Wizard Inferno Dragon
Electro Wizard
Zap Goblin Gang Wizard Tornado Inferno Dragon
Inferno Dragon
Zap Goblin Gang Tornado Ice Wizard Electro 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.

Zap Wizard Electro Wizard
Inferno Dragon Zap Goblin Gang Ice Wizard Electro Wizard
Goblin Gang Tornado Ice Wizard Electro Wizard Inferno Dragon
Inferno Dragon Goblin Gang Ice Wizard Electro Wizard
Tornado
Goblin Gang Tornado Zap Ice Wizard Electro Wizard
Tornado Electro Wizard Inferno Dragon Zap Goblin Gang Wizard Ice Wizard
Zap Electro Wizard
Inferno Dragon Goblin Gang Tornado Ice Wizard
Goblin Gang Tornado Ice Wizard Electro Wizard
Goblin Gang Ice Wizard Electro Wizard Zap Wizard Tornado
Inferno Dragon Zap Goblin Gang Wizard Tornado Ice Wizard Electro Wizard
Zap Goblin Gang Wizard Ice Wizard Electro Wizard
Wizard Zap Goblin Gang Tornado Electro Wizard
Inferno Dragon Goblin Gang Electro Wizard
Tornado Zap Goblin Gang Electro Wizard Inferno Dragon
Wizard Goblin Gang Tornado Electro Wizard
Zap Goblin Gang Wizard Tornado Ice Wizard Electro Wizard
Zap Wizard Tornado Ice Wizard Electro Wizard Inferno Dragon
Tornado Electro Wizard Inferno Dragon
Goblin Gang Wizard Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Electro Wizard
Electro Wizard Zap Goblin Gang Wizard Inferno Dragon
Goblin Gang Zap Electro Wizard
Goblin Gang Zap Tornado Electro Wizard
Goblin Gang Inferno Dragon
Wizard Zap Goblin Gang Tornado Ice Wizard Electro Wizard
Goblin Gang Ice Wizard Electro Wizard
Inferno Dragon
Zap Electro Wizard Tornado Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon
Zap Tornado Electro Wizard
Goblin Gang Wizard
Wizard
Goblin Gang Electro Wizard Zap Tornado Inferno Dragon
Zap Wizard Ice Wizard Electro Wizard Inferno Dragon

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.)

Zap Tornado Ice Wizard Electro Wizard
Wizard Zap
Wizard Zap Tornado Ice Wizard
Wizard Tornado
Zap Wizard Tornado Ice Wizard
Zap Wizard Tornado
Goblin Gang Tornado Electro Wizard
Zap Wizard Tornado Electro Wizard
Zap Wizard Tornado
Zap
Zap Wizard
Wizard
Tornado
Zap Wizard Electro Wizard
Zap Wizard Tornado
Wizard Tornado
Tornado
Zap
Zap Tornado Wizard Ice Wizard
Inferno Dragon
Zap Wizard Tornado Ice Wizard Electro Wizard
Zap Wizard Tornado
Zap Tornado
Zap Wizard Tornado Ice Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Goblin Gang
Zap Wizard Tornado Ice Wizard Electro Wizard
Goblin Gang Wizard Electro Wizard
Zap Wizard
Zap Tornado
Zap Goblin Gang Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard

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