My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
RIP
Versatility
Great!
F2P score
Bad

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Spear Goblins Bats Wizard Princess Electro Wizard

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.

Spear Goblins Bats Elixir Golem Wizard Princess Electro Wizard Goblinstein

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.

Elixir Golem Princess

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.

Spear Goblins Elixir Golem Princess

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
Spear Goblins Bats Elixir Golem Clone
Giant Snowball
Spear Goblins Bats Clone Princess
Zap
Spear Goblins Bats Clone Princess
Barbarian Barrel
Spear Goblins Elixir Golem Wizard Clone Princess Electro Wizard
The Log
Spear Goblins Elixir Golem Clone Princess
Earthquake
Spear Goblins Elixir Golem Clone
Arrows
Spear Goblins Bats Clone Princess
Royal Delivery
Spear Goblins Bats Elixir Golem Wizard Clone Princess Electro Wizard
Fireball
Elixir Golem Wizard Clone Princess Electro Wizard
Poison
Spear Goblins Bats Elixir Golem Wizard Clone Princess Electro Wizard
Lightning
Wizard Electro Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Princess

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Princess

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.

Spear Goblins Bats Elixir Golem Clone Princess

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.

Princess

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bats Elixir Golem Clone Princess Electro Wizard Wizard Goblinstein

Shortest cycle

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

10 Spear Goblins Bats Elixir Golem Clone

Attack Synergies 0 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.

Spear Goblins
Elixir Golem Princess
Bats
Elixir Golem Clone
Elixir Golem
Spear Goblins Bats Wizard
Wizard
Elixir Golem
Clone
Bats Electro Wizard
Princess
Spear Goblins
Electro Wizard
Clone
Goblinstein

Defense Synergies 0 4

Spear Goblins
Bats Electro Wizard
Bats
Spear Goblins Electro Wizard
Elixir Golem
Wizard
Electro Wizard
Clone
Princess
Electro Wizard
Spear Goblins Bats Wizard
Goblinstein

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.

Spear Goblins Wizard Electro Wizard
Bats Electro Wizard
Bats Electro Wizard
Bats Electro Wizard
Princess
Spear Goblins Bats Electro Wizard
Bats Electro Wizard Spear Goblins Wizard Princess
Electro Wizard
Princess
Spear Goblins Electro Wizard
Bats Electro Wizard Spear Goblins Wizard Princess
Spear Goblins Bats Wizard Princess Electro Wizard
Bats Wizard Electro Wizard
Wizard Bats Princess Electro Wizard
Electro Wizard
Electro Wizard
Wizard Bats Electro Wizard
Spear Goblins Bats Wizard Electro Wizard
Wizard Spear Goblins Bats Princess Electro Wizard
Electro Wizard
Wizard Spear Goblins Bats Electro Wizard

Counters to secondary win conditions

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

Spear Goblins Electro Wizard
Electro Wizard Wizard
Spear Goblins Bats Electro Wizard
Bats Electro Wizard
Wizard Bats Princess Electro Wizard
Spear Goblins Bats Electro Wizard
Electro Wizard Spear Goblins Bats
Bats
Electro Wizard
Wizard
Wizard Princess
Electro Wizard Spear Goblins Bats
Bats Wizard Princess Electro 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.)

Princess
Princess Electro Wizard
Wizard
Wizard Spear Goblins Bats Princess
Wizard Princess
Wizard Princess
Wizard
Bats Electro Wizard
Wizard Princess Electro Wizard
Wizard Princess
Princess
Princess
Princess
Spear Goblins Wizard Princess
Wizard Princess
Bats
Wizard Princess Electro Wizard
Wizard Princess
Wizard Princess
Wizard Princess
Wizard Princess Electro Wizard
Wizard Princess
Bats Wizard Princess Electro Wizard
Electro Wizard Bats Wizard
Wizard
Princess Electro Wizard
Wizard Princess
Electro Wizard Spear Goblins Bats Princess
Wizard Princess Electro Wizard
Wizard Princess Electro Wizard
Wizard Princess
Bats Princess Electro Wizard
Bats Princess Electro Wizard
Princess Electro Wizard
Wizard

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