My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Hut Wizard Ice Wizard

Defensive buildings

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

Goblin Hut

Investments

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

Goblin Hut Wizard Ice Wizard Sparky

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.

Arrows The Log

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.

Barbarians 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
Hog Rider Sparky
Giant Snowball
Barbarians Hog Rider Goblin Hut
Zap
Goblin Hut Sparky
Barbarian Barrel
Barbarians Goblin Hut Wizard Ice Wizard Sparky
The Log
Barbarians Hog Rider Goblin Hut Sparky
Earthquake
Barbarians Hog Rider Goblin Hut
Arrows
Goblin Hut
Royal Delivery
Barbarians Hog Rider Goblin Hut Wizard Ice Wizard Sparky
Fireball
Barbarians Hog Rider Goblin Hut Wizard Ice Wizard Sparky
Poison
Barbarians Goblin Hut Wizard Ice Wizard Sparky
Lightning
Goblin Hut Wizard Ice Wizard Sparky
Rocket
Barbarians Hog Rider Goblin Hut Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log Ice Wizard Sparky

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.

Arrows Ice Wizard Sparky

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 Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Ice Wizard Hog Rider Barbarians Goblin Hut Wizard Sparky

Shortest cycle

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

12 The Log Arrows Ice Wizard 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.

Arrows
Hog Rider Sparky
Barbarians
Hog Rider
Hog Rider
Arrows The Log Barbarians Goblin Hut Wizard
Goblin Hut
Hog Rider The Log Ice Wizard
Wizard
Hog Rider Sparky
The Log
Hog Rider Goblin Hut Sparky
Ice Wizard
Goblin Hut
Sparky
Arrows Wizard The Log

Defense Synergies 0 10

Arrows
Barbarians Goblin Hut Ice Wizard Sparky
Barbarians
Arrows
Hog Rider
Goblin Hut
Arrows Wizard Ice Wizard
Wizard
Goblin Hut The Log Ice Wizard
The Log
Wizard Ice Wizard Sparky
Ice Wizard
Arrows Goblin Hut Wizard The Log
Sparky
Arrows The Log

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 Hut Wizard The Log Sparky
Barbarians Sparky Goblin Hut The Log Ice Wizard
Barbarians Goblin Hut Sparky Ice Wizard
Barbarians Goblin Hut Sparky Ice Wizard
Arrows Barbarians The Log Sparky
Arrows The Log Ice Wizard
Arrows Goblin Hut Wizard Ice Wizard
Arrows Barbarians The Log Sparky
Barbarians Sparky Goblin Hut Ice Wizard
Barbarians Ice Wizard Sparky
Barbarians Ice Wizard Arrows Goblin Hut Wizard The Log
Arrows Goblin Hut Wizard Ice Wizard
Barbarians Goblin Hut Sparky Wizard The Log Ice Wizard
Wizard Sparky Arrows Barbarians Goblin Hut The Log
Barbarians Sparky Goblin Hut
Barbarians Goblin Hut The Log Sparky
Barbarians Wizard Sparky Arrows Goblin Hut
Arrows Barbarians Goblin Hut Wizard The Log Ice Wizard
Arrows Wizard The Log Barbarians Goblin Hut Ice Wizard
Barbarians Sparky Goblin Hut
Wizard Arrows Barbarians The Log Sparky

Counters to secondary win conditions

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

Barbarians Goblin Hut Sparky
Arrows Wizard The Log
Barbarians Goblin Hut The Log Sparky
Barbarians The Log Sparky
Barbarians Goblin Hut Sparky
Arrows Wizard Goblin Hut Ice Wizard
Sparky Barbarians Goblin Hut Ice Wizard
Barbarians Sparky
Barbarians Goblin Hut The Log Sparky
Barbarians Goblin Hut Sparky
Barbarians Goblin Hut Sparky
Arrows Barbarians The Log
Barbarians Wizard Sparky
Wizard Barbarians Sparky
Barbarians Goblin Hut Sparky The Log
Arrows Barbarians Goblin Hut Wizard The Log Ice Wizard Sparky
Arrows Goblin Hut 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.)

Arrows The Log Sparky
Arrows The Log Ice Wizard
Arrows Goblin Hut The Log Sparky
Arrows Barbarians The Log Sparky
Wizard Arrows The Log Sparky
Arrows Wizard Ice Wizard
Arrows Wizard The Log Sparky
Arrows The Log Wizard Ice Wizard
Arrows The Log Wizard
Sparky
Arrows Wizard The Log Sparky
Arrows Wizard
Goblin Hut The Log Sparky
Arrows
Arrows Goblin Hut The Log Sparky
Arrows Goblin Hut Wizard The Log Sparky
Arrows Goblin Hut Wizard The Log Sparky
Arrows Sparky
Sparky
Arrows Wizard The Log Sparky
Arrows Wizard The Log
The Log Sparky
Arrows Wizard
The Log Sparky
Arrows Barbarians The Log
Arrows The Log Wizard Ice Wizard Sparky
Arrows The Log Wizard Ice Wizard Sparky
Arrows Wizard The Log Sparky
Arrows The Log Sparky
Arrows Wizard Ice Wizard Sparky
Goblin Hut Wizard
Sparky
Arrows Wizard The Log Sparky
Arrows Sparky
Sparky
Arrows Wizard The Log Sparky
Barbarians Goblin Hut
Arrows Wizard Ice Wizard
Arrows The Log
Wizard Sparky
Arrows The Log Wizard
Arrows Sparky
Sparky
The Log Sparky
The Log Sparky
Sparky
Wizard Sparky

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