My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Goblin Gang Electro Dragon Ice Wizard Night Witch

Defensive buildings

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

Missing

Investments

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

Suspicious Bush Elixir Golem Dark Prince Electro Dragon Ice Wizard Night Witch

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Missing

Punishments

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

Goblin Gang Elite Barbarians Elixir Golem Dark Prince

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 Elite Barbarians Elixir Golem Dark Prince

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.

Elite Barbarians Dark Prince Electro Dragon

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
Goblin Gang Elite Barbarians Elixir Golem Dark Prince Night Witch
Giant Snowball
Goblin Gang Electro Dragon Night Witch
Zap
Goblin Gang Dark Prince Night Witch
Barbarian Barrel
Goblin Gang Elite Barbarians Elixir Golem Dark Prince Ice Wizard Night Witch
The Log
Goblin Gang Elite Barbarians Suspicious Bush Elixir Golem Dark Prince
Earthquake
Goblin Gang Elixir Golem
Arrows
Goblin Gang Suspicious Bush Night Witch
Royal Delivery
Goblin Gang Elite Barbarians Elixir Golem Dark Prince Electro Dragon Ice Wizard Night Witch
Fireball
Goblin Gang Elite Barbarians Suspicious Bush Elixir Golem Electro Dragon Ice Wizard Night Witch
Poison
Goblin Gang Suspicious Bush Elixir Golem Electro Dragon Ice Wizard Night Witch
Lightning
Elite Barbarians Dark Prince Electro Dragon Ice Wizard Night Witch
Rocket
Elite Barbarians Electro Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Electro Dragon 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.

Suspicious Bush Elixir Golem Dark Prince Ice Wizard Night Witch

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.

Elite Barbarians

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Suspicious Bush Goblin Gang Elixir Golem Ice Wizard Dark Prince Night Witch Electro Dragon Elite Barbarians

Shortest cycle

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

11 Suspicious Bush Goblin Gang Elixir Golem Ice Wizard

Attack Synergies 1 6

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.

Goblin Gang
Elixir Golem Dark Prince
Elite Barbarians
Suspicious Bush
Elixir Golem
Night Witch Goblin Gang Electro Dragon Ice Wizard
Dark Prince
Goblin Gang Ice Wizard
Electro Dragon
Elixir Golem Ice Wizard
Ice Wizard
Elixir Golem Dark Prince Electro Dragon
Night Witch
Elixir Golem

Defense Synergies 1 7

Goblin Gang
Dark Prince Ice Wizard
Elite Barbarians
Dark Prince
Suspicious Bush
Elixir Golem
Dark Prince
Elite Barbarians Goblin Gang Electro Dragon Ice Wizard Night Witch
Electro Dragon
Dark Prince Ice Wizard
Ice Wizard
Goblin Gang Dark Prince Electro Dragon Night Witch
Night Witch
Dark Prince Ice Wizard

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.

Electro Dragon
Elite Barbarians Goblin Gang Dark Prince Electro Dragon Ice Wizard Night Witch
Goblin Gang Elite Barbarians Dark Prince Electro Dragon Ice Wizard Night Witch
Elite Barbarians Night Witch Goblin Gang Dark Prince Electro Dragon Ice Wizard
Elite Barbarians Dark Prince
Goblin Gang Dark Prince Electro Dragon Ice Wizard Night Witch
Goblin Gang Electro Dragon Ice Wizard Night Witch
Electro Dragon
Goblin Gang Elite Barbarians Ice Wizard Night Witch
Goblin Gang Elite Barbarians Dark Prince Ice Wizard Night Witch
Goblin Gang Ice Wizard Dark Prince Electro Dragon Night Witch
Goblin Gang Electro Dragon Ice Wizard Night Witch
Night Witch Goblin Gang Elite Barbarians Dark Prince Electro Dragon Ice Wizard
Goblin Gang Dark Prince Electro Dragon Night Witch
Elite Barbarians Goblin Gang
Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Dark Prince Electro Dragon Night Witch
Goblin Gang Elite Barbarians Dark Prince Electro Dragon Ice Wizard Night Witch
Dark Prince Electro Dragon Ice Wizard
Elite Barbarians
Goblin Gang Dark Prince Elite Barbarians Electro Dragon Night Witch

Counters to secondary win conditions

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

Goblin Gang Elite Barbarians Dark Prince
Goblin Gang Elite Barbarians Electro Dragon
Goblin Gang Elite Barbarians Dark Prince Electro Dragon
Goblin Gang Dark Prince Elite Barbarians Night Witch
Goblin Gang Elite Barbarians Dark Prince Night Witch
Goblin Gang Electro Dragon Ice Wizard
Goblin Gang Dark Prince Elite Barbarians Ice Wizard Night Witch
Elite Barbarians Dark Prince
Electro Dragon Elite Barbarians Dark Prince
Goblin Gang
Elite Barbarians Dark Prince Electro Dragon
Elite Barbarians Dark Prince
Elite Barbarians Dark Prince Goblin Gang Night Witch
Electro Dragon
Goblin Gang Elite Barbarians Electro Dragon Dark Prince Night Witch
Elite Barbarians Dark Prince Electro Dragon Ice Wizard
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.)

Electro Dragon
Electro Dragon Ice Wizard
Electro Dragon
Dark Prince
Dark Prince
Electro Dragon Ice Wizard
Electro Dragon Ice Wizard
Electro Dragon
Goblin Gang Elite Barbarians Electro Dragon Night Witch
Dark Prince Electro Dragon
Electro Dragon
Elite Barbarians
Electro Dragon
Elite Barbarians
Electro Dragon
Electro Dragon
Night Witch
Dark Prince Electro Dragon
Electro Dragon
Night Witch
Electro Dragon
Dark Prince Electro Dragon Ice Wizard
Electro Dragon Ice Wizard
Electro Dragon
Elite Barbarians Electro Dragon Ice Wizard Night Witch
Electro Dragon
Elite Barbarians Night Witch
Electro Dragon Night Witch
Electro Dragon
Goblin Gang Dark Prince Electro Dragon Night Witch
Electro Dragon Ice Wizard
Goblin Gang Dark Prince Electro Dragon
Electro Dragon
Elite Barbarians Dark Prince Electro Dragon
Electro Dragon Goblin Gang Elite Barbarians
Electro Dragon
Electro Dragon Dark Prince
Electro Dragon

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