My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Giant Ice Wizard Phoenix

Defensive buildings

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

X-Bow

Investments

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

Rune Giant Giant Skeleton Goblin Giant X-Bow Ice Wizard Phoenix Mighty Miner

Offensive cards

Win conditions

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

Rune Giant Goblin Giant X-Bow

Damage spells

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

Rage

Punishments

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

Goblin Giant X-Bow

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.

Rune Giant Giant Skeleton Goblin Giant X-Bow Phoenix Mighty Miner

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.

Giant Skeleton Mighty Miner

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
Giant Skeleton Phoenix Mighty Miner
Giant Snowball
Mighty Miner
Zap
Goblin Giant X-Bow Mighty Miner
Barbarian Barrel
Giant Skeleton X-Bow Ice Wizard
The Log
Giant Skeleton X-Bow
Earthquake
X-Bow
Arrows
Royal Delivery
Giant Skeleton Ice Wizard
Fireball
X-Bow Ice Wizard Mighty Miner
Poison
X-Bow Ice Wizard Phoenix
Lightning
X-Bow Ice Wizard Phoenix Mighty Miner
Rocket
X-Bow Phoenix Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Rage Rune Giant Giant Skeleton Ice Wizard Mighty Miner

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Ice Wizard Rune Giant Phoenix Mighty Miner Giant Skeleton Goblin Giant X-Bow

Shortest cycle

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

13 Rage Ice Wizard Rune Giant Phoenix

Attack Synergies 0 8

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.

Rage
Giant Skeleton Goblin Giant Phoenix
Rune Giant
Ice Wizard
Giant Skeleton
Rage X-Bow Ice Wizard
Goblin Giant
Rage Ice Wizard
X-Bow
Giant Skeleton Ice Wizard
Ice Wizard
Rune Giant Giant Skeleton Goblin Giant X-Bow
Phoenix
Rage
Mighty Miner

Defense Synergies 0 2

Rage
Rune Giant
Giant Skeleton
Ice Wizard
Goblin Giant
X-Bow
Ice Wizard
Ice Wizard
Giant Skeleton X-Bow
Phoenix
Mighty Miner

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.

Goblin Giant X-Bow
X-Bow Ice Wizard Phoenix
Giant Skeleton Ice Wizard
Ice Wizard Phoenix
Giant Skeleton X-Bow
X-Bow Ice Wizard
X-Bow Ice Wizard Phoenix
Giant Skeleton Goblin Giant X-Bow Phoenix
Mighty Miner X-Bow Ice Wizard Phoenix
Giant Skeleton Ice Wizard Phoenix
Ice Wizard Giant Skeleton Goblin Giant X-Bow
Ice Wizard Phoenix
Giant Skeleton X-Bow Ice Wizard
X-Bow
X-Bow Phoenix
X-Bow
X-Bow
X-Bow Ice Wizard
Giant Skeleton Ice Wizard
Phoenix
Giant Skeleton Goblin Giant
Mighty Miner

Counters to secondary win conditions

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

Giant Skeleton X-Bow
X-Bow Phoenix
Giant Skeleton Goblin Giant
Giant Skeleton Goblin Giant X-Bow Phoenix
Giant Skeleton Goblin Giant Phoenix Mighty Miner
Goblin Giant Ice Wizard
Giant Skeleton Goblin Giant Ice Wizard Phoenix
Giant Skeleton Mighty Miner Goblin Giant Phoenix
Giant Skeleton X-Bow Phoenix
Goblin Giant Phoenix
Giant Skeleton Phoenix
Giant Skeleton Goblin Giant Phoenix
Giant Skeleton Goblin Giant
Phoenix Giant Skeleton Goblin Giant X-Bow Mighty Miner
Giant Skeleton Ice Wizard Phoenix Mighty Miner
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.)

Giant Skeleton X-Bow
X-Bow Ice Wizard
Giant Skeleton Goblin Giant X-Bow
Giant Skeleton
Goblin Giant Ice Wizard
X-Bow Ice Wizard
X-Bow
X-Bow
X-Bow
X-Bow
X-Bow
X-Bow
X-Bow
X-Bow
X-Bow
Giant Skeleton X-Bow
X-Bow
X-Bow
Ice Wizard
X-Bow Ice Wizard
X-Bow
X-Bow
X-Bow Ice Wizard
X-Bow
Mighty Miner Giant Skeleton
X-Bow
Ice Wizard
Giant Skeleton
Giant Skeleton
Giant Skeleton Goblin Giant X-Bow

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