My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Ice Golem Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Bats Ice Golem Bowler Electro Wizard

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Tornado

Punishments

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

Goblin Gang Mortar

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 Mortar Ice Golem

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
Bats Goblin Gang
Giant Snowball
Bats Goblin Gang
Zap
Bats Goblin Gang Mortar
Barbarian Barrel
Goblin Gang Mortar Electro Wizard
The Log
Goblin Gang
Earthquake
Goblin Gang Mortar
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Bowler Electro Wizard
Fireball
Goblin Gang Mortar Bowler Electro Wizard
Poison
Bats Goblin Gang Mortar Electro Wizard
Lightning
Mortar Ice Golem Bowler Electro Wizard
Rocket
Mortar Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Ice Golem Tornado Bowler

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.

Bats Arrows Ice Golem Tornado Bowler

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 Ice Golem 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Ice Golem Arrows Goblin Gang Tornado Mortar Electro Wizard Bowler

Shortest cycle

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

10 Bats Ice Golem Arrows Goblin Gang

Attack Synergies 2 11

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.

Bats
Ice Golem Mortar Bowler
Arrows
Mortar Bowler
Goblin Gang
Ice Golem Mortar Bowler
Mortar
Bats Arrows Goblin Gang Ice Golem Tornado
Ice Golem
Bats Goblin Gang Mortar Electro Wizard
Tornado
Mortar Bowler
Bowler
Bats Arrows Goblin Gang Tornado Electro Wizard
Electro Wizard
Ice Golem Bowler

Defense Synergies 1 19

Bats
Mortar Ice Golem Bowler Electro Wizard
Arrows
Mortar Ice Golem Tornado Bowler
Goblin Gang
Mortar Ice Golem Electro Wizard
Mortar
Bats Arrows Goblin Gang Ice Golem Tornado Electro Wizard
Ice Golem
Bats Arrows Goblin Gang Mortar Tornado Bowler Electro Wizard
Tornado
Bowler Arrows Mortar Ice Golem Electro Wizard
Bowler
Tornado Bats Arrows Ice Golem Electro Wizard
Electro Wizard
Bats Goblin Gang Mortar Ice Golem Tornado 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 Mortar Ice Golem Electro Wizard
Bats Goblin Gang Mortar Electro Wizard
Goblin Gang Mortar Tornado Bowler Bats Electro Wizard
Bats Goblin Gang Mortar Bowler Electro Wizard
Arrows Tornado Bowler
Arrows Goblin Gang Tornado Bowler Bats Electro Wizard
Bats Tornado Electro Wizard Arrows Goblin Gang Mortar
Bowler Arrows Ice Golem Electro Wizard
Goblin Gang Mortar Tornado
Goblin Gang Tornado Ice Golem Bowler Electro Wizard
Bats Goblin Gang Electro Wizard Arrows Ice Golem Tornado Bowler
Arrows Bats Goblin Gang Tornado Electro Wizard
Mortar Bowler Bats Goblin Gang Electro Wizard
Bowler Bats Arrows Goblin Gang Mortar Tornado Electro Wizard
Goblin Gang Mortar Electro Wizard
Tornado Goblin Gang Mortar Bowler Electro Wizard
Bats Arrows Goblin Gang Mortar Tornado Bowler Electro Wizard
Arrows Mortar Bats Goblin Gang Tornado Bowler Electro Wizard
Arrows Mortar Tornado Bats Ice Golem Bowler Electro Wizard
Mortar Tornado Electro Wizard
Goblin Gang Bowler Bats Arrows Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Ice Golem Bowler Electro Wizard
Electro Wizard Arrows Goblin Gang Mortar Ice Golem Bowler
Goblin Gang Bats Ice Golem Bowler Electro Wizard
Goblin Gang Bowler Bats Ice Golem Tornado Electro Wizard
Goblin Gang Bowler
Arrows Bats Goblin Gang Ice Golem Tornado Electro Wizard
Goblin Gang Bats Ice Golem Bowler Electro Wizard
Electro Wizard Bats Mortar Ice Golem Tornado
Goblin Gang
Bats Bowler
Arrows Tornado Bowler Electro Wizard
Bowler Goblin Gang Ice Golem
Bowler
Goblin Gang Electro Wizard Bats Mortar Ice Golem Tornado Bowler
Bats Arrows Bowler Ice Golem Electro Wizard
Arrows Mortar Electro 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 Mortar Ice Golem
Arrows Mortar Tornado Bowler Electro Wizard
Arrows
Arrows Ice Golem
Arrows Mortar Bowler
Arrows Bats Ice Golem Tornado
Arrows Mortar Tornado Bowler
Arrows Ice Golem Tornado Bowler
Arrows Mortar Tornado
Bats Goblin Gang Tornado Bowler Electro Wizard
Arrows Mortar Tornado Bowler Electro Wizard
Arrows Tornado
Mortar Ice Golem Bowler
Arrows Mortar
Arrows Mortar Ice Golem
Arrows Mortar Bowler
Arrows Mortar Bowler
Arrows Mortar Tornado
Bats
Arrows Mortar Bowler Electro Wizard
Arrows Mortar Tornado Bowler
Bowler
Arrows Tornado
Tornado Bowler
Arrows Mortar
Arrows Ice Golem Tornado Mortar Bowler
Arrows Mortar Tornado Bowler Electro Wizard
Arrows Mortar Tornado Bowler
Arrows Mortar Tornado
Bats Arrows Ice Golem Tornado Electro Wizard
Electro Wizard Bats
Bowler
Arrows Mortar
Arrows Electro Wizard
Arrows Bowler
Electro Wizard Bats Goblin Gang
Arrows Tornado Electro Wizard
Arrows
Goblin Gang Bowler Electro Wizard
Arrows Mortar Ice Golem Bowler
Arrows Tornado
Bats Goblin Gang Tornado Bowler Electro Wizard
Bats Tornado Electro Wizard
Mortar Tornado Bowler Electro Wizard
Mortar Bowler

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