My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Mediocre
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.

Archers Goblin Gang Ice Wizard Electro Wizard

Defensive buildings

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

Tombstone

Investments

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

Bomber Archers Royal Giant Tombstone Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

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

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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.

Tombstone Rage Ice Wizard

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Rage Archers Goblin Gang Tombstone Ice Wizard Electro Wizard Royal Giant

Shortest cycle

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

10 Bomber Rage Archers Goblin Gang

Attack Synergies 2 4

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.

Bomber
Royal Giant
Archers
Royal Giant
Goblin Gang
Royal Giant
Royal Giant
Bomber Ice Wizard Archers Goblin Gang Electro Wizard
Tombstone
Rage
Electro Wizard
Ice Wizard
Royal Giant
Electro Wizard
Royal Giant Rage

Defense Synergies 0 11

Bomber
Tombstone Electro Wizard
Archers
Goblin Gang Tombstone Ice Wizard Electro Wizard
Goblin Gang
Archers Tombstone Ice Wizard Electro Wizard
Royal Giant
Tombstone
Bomber Archers Goblin Gang Ice Wizard Electro Wizard
Rage
Ice Wizard
Archers Goblin Gang Tombstone
Electro Wizard
Bomber Archers Goblin Gang Tombstone

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.

Bomber Tombstone Electro Wizard
Goblin Gang Tombstone Ice Wizard Electro Wizard
Goblin Gang Bomber Archers Tombstone Ice Wizard Electro Wizard
Goblin Gang Tombstone Ice Wizard Electro Wizard
Bomber Tombstone
Goblin Gang Bomber Archers Ice Wizard Electro Wizard
Electro Wizard Archers Goblin Gang Tombstone Ice Wizard
Electro Wizard
Goblin Gang Tombstone Ice Wizard
Goblin Gang Bomber Archers Ice Wizard Electro Wizard
Archers Goblin Gang Ice Wizard Electro Wizard Bomber Tombstone
Archers Goblin Gang Ice Wizard Electro Wizard
Tombstone Bomber Goblin Gang Ice Wizard Electro Wizard
Bomber Goblin Gang Tombstone Electro Wizard
Goblin Gang Tombstone Electro Wizard
Goblin Gang Electro Wizard
Bomber Goblin Gang Tombstone Electro Wizard
Tombstone Bomber Archers Goblin Gang Ice Wizard Electro Wizard
Bomber Archers Tombstone Ice Wizard Electro Wizard
Electro Wizard
Bomber Goblin Gang Archers Electro Wizard
Tombstone

Counters to secondary win conditions

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

Goblin Gang Archers Tombstone Electro Wizard
Electro Wizard Bomber Archers Goblin Gang
Goblin Gang Tombstone Electro Wizard
Goblin Gang Electro Wizard
Goblin Gang Tombstone
Archers Goblin Gang Ice Wizard Electro Wizard
Goblin Gang Archers Tombstone Ice Wizard Electro Wizard
Electro Wizard Tombstone
Goblin Gang Tombstone
Tombstone
Electro Wizard
Goblin Gang Tombstone
Bomber Archers
Goblin Gang Tombstone Electro Wizard Bomber Archers
Bomber Archers Ice Wizard Electro Wizard
Bomber Tombstone Ice Wizard 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.)

Ice Wizard Electro Wizard
Bomber
Ice Wizard
Bomber Archers
Ice Wizard
Goblin Gang Electro Wizard
Electro Wizard
Archers
Bomber
Bomber
Bomber Archers Electro Wizard
Bomber
Bomber Ice Wizard
Ice Wizard Electro Wizard
Archers Ice Wizard Electro Wizard
Electro Wizard
Bomber
Electro Wizard
Electro Wizard Archers Goblin Gang Tombstone
Archers Ice Wizard Electro Wizard
Goblin Gang Electro Wizard
Bomber
Goblin Gang Electro Wizard
Electro Wizard
Electro Wizard

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