My Best Clash Royale Deck

Deck Check Rating

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

5 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Hut Wizard Witch Goblin Giant 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 Witch Bowler Goblin Giant Ice Wizard

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Freeze

Punishments

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

Goblin 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.

Barbarians Goblin Giant

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze Bowler 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.

Freeze Bowler Ice Wizard

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 Witch 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.

Ice Wizard Freeze Barbarians Goblin Hut Wizard Witch Bowler Goblin Giant

Shortest cycle

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

17 Ice Wizard Freeze Barbarians Goblin Hut

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.

Barbarians
Goblin Hut
Bowler Goblin Giant Ice Wizard
Wizard
Goblin Giant
Freeze
Witch
Bowler Goblin Giant
Bowler
Goblin Hut Witch Ice Wizard
Goblin Giant
Goblin Hut Wizard Witch Ice Wizard
Ice Wizard
Goblin Hut Bowler Goblin Giant

Defense Synergies 0 8

Barbarians
Goblin Hut
Wizard Bowler Ice Wizard
Wizard
Goblin Hut Freeze Ice Wizard
Freeze
Wizard
Witch
Bowler Ice Wizard
Bowler
Goblin Hut Witch Ice Wizard
Goblin Giant
Ice Wizard
Goblin Hut Wizard Witch Bowler

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.

Bowler Goblin Hut Wizard Goblin Giant
Barbarians Goblin Hut Witch Ice Wizard
Barbarians Goblin Hut Witch Bowler Freeze Ice Wizard
Barbarians Goblin Hut Witch Bowler Ice Wizard
Barbarians Bowler
Freeze Bowler Ice Wizard
Goblin Hut Wizard Freeze Witch Ice Wizard
Bowler Barbarians Goblin Giant
Barbarians Witch Goblin Hut Ice Wizard
Barbarians Bowler Ice Wizard
Barbarians Witch Ice Wizard Goblin Hut Wizard Freeze Bowler Goblin Giant
Goblin Hut Wizard Witch Ice Wizard
Barbarians Goblin Hut Bowler Wizard Freeze Witch Ice Wizard
Wizard Bowler Barbarians Goblin Hut Freeze Witch
Barbarians Goblin Hut
Barbarians Goblin Hut Freeze Bowler
Barbarians Wizard Goblin Hut Witch Bowler
Barbarians Goblin Hut Wizard Witch Bowler Ice Wizard
Wizard Freeze Witch Barbarians Goblin Hut Bowler Ice Wizard
Barbarians Goblin Hut
Wizard Bowler Barbarians Witch Goblin Giant

Counters to secondary win conditions

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

Barbarians Goblin Hut Witch Bowler
Wizard Bowler
Barbarians Goblin Hut Witch Bowler Goblin Giant
Bowler Barbarians Goblin Giant
Barbarians Goblin Hut Witch Bowler Goblin Giant
Wizard Goblin Hut Freeze Witch Goblin Giant Ice Wizard
Barbarians Goblin Hut Witch Bowler Goblin Giant Ice Wizard
Barbarians Goblin Giant
Freeze Barbarians Goblin Hut Witch
Witch Barbarians Goblin Hut Goblin Giant
Barbarians Goblin Hut Witch Bowler
Barbarians Bowler Goblin Giant
Barbarians Bowler Wizard Witch Goblin Giant
Wizard Barbarians Witch Bowler
Barbarians Goblin Hut Witch Freeze Bowler Goblin Giant
Bowler Barbarians Goblin Hut Wizard Freeze Witch Ice Wizard
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.)

Freeze
Bowler Ice Wizard
Goblin Hut Goblin Giant
Barbarians Freeze
Wizard Bowler
Wizard Freeze Witch Goblin Giant Ice Wizard
Wizard Witch Bowler
Wizard Freeze Bowler Ice Wizard
Wizard
Bowler
Wizard Bowler
Wizard
Goblin Hut Bowler
Freeze
Goblin Hut
Goblin Hut Wizard Witch Bowler
Goblin Hut Wizard Bowler
Freeze
Wizard Bowler
Wizard Witch Bowler
Bowler
Wizard
Bowler
Barbarians
Freeze Wizard Witch Bowler Ice Wizard
Witch
Wizard Witch Bowler Ice Wizard
Wizard Witch Bowler
Wizard Witch Ice Wizard
Goblin Hut Wizard Freeze Witch
Bowler
Wizard
Freeze
Wizard Bowler
Barbarians Goblin Hut Freeze Witch
Wizard Witch Ice Wizard
Freeze
Wizard Bowler
Wizard Bowler
Freeze Witch Bowler
Witch
Freeze Witch Bowler Goblin Giant
Wizard Bowler

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