My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Skeleton Dragons Minion Horde Goblin Giant Ice 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 Skeleton Dragons Goblin Giant Ice Wizard Royal Ghost

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.

Missing

Punishments

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

Goblin Giant Royal Ghost

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 Barbarians Minion Horde Goblin Giant Royal Ghost

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.

Royal Ghost

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 Minion Horde
Giant Snowball
Spear Goblins Bats Skeleton Dragons Barbarians Minion Horde
Zap
Spear Goblins Bats Minion Horde Goblin Giant
Barbarian Barrel
Spear Goblins Barbarians Ice Wizard Royal Ghost
The Log
Spear Goblins Barbarians
Earthquake
Spear Goblins Barbarians
Arrows
Spear Goblins Bats Skeleton Dragons Minion Horde
Royal Delivery
Spear Goblins Bats Skeleton Dragons Barbarians Minion Horde Ice Wizard Royal Ghost
Fireball
Skeleton Dragons Barbarians Minion Horde Ice Wizard
Poison
Spear Goblins Bats Skeleton Dragons Barbarians Minion Horde Ice Wizard
Lightning
Skeleton Dragons Ice Wizard
Rocket
Barbarians Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton Dragons Ice Wizard Royal Ghost

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 Ice Wizard Royal Ghost

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 Minion Horde 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bats Ice Wizard Royal Ghost Skeleton Dragons Barbarians Minion Horde Goblin Giant

Shortest cycle

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

10 Spear Goblins Bats Ice Wizard Royal Ghost

Attack Synergies 0 7

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
Goblin Giant Royal Ghost
Bats
Skeleton Dragons Goblin Giant
Skeleton Dragons
Bats Goblin Giant
Barbarians
Minion Horde
Goblin Giant
Goblin Giant
Spear Goblins Bats Skeleton Dragons Minion Horde Ice Wizard
Ice Wizard
Goblin Giant
Royal Ghost
Spear Goblins

Defense Synergies 0 12

Spear Goblins
Bats Skeleton Dragons Barbarians Goblin Giant Ice Wizard Royal Ghost
Bats
Spear Goblins Goblin Giant Ice Wizard
Skeleton Dragons
Spear Goblins Barbarians Ice Wizard
Barbarians
Spear Goblins Skeleton Dragons Minion Horde
Minion Horde
Barbarians Ice Wizard
Goblin Giant
Spear Goblins Bats
Ice Wizard
Spear Goblins Bats Skeleton Dragons Minion Horde
Royal Ghost
Spear Goblins

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 Skeleton Dragons Minion Horde Goblin Giant
Barbarians Minion Horde Bats Skeleton Dragons Ice Wizard
Barbarians Minion Horde Bats Skeleton Dragons Ice Wizard
Barbarians Minion Horde Bats Skeleton Dragons Ice Wizard
Barbarians
Spear Goblins Bats Skeleton Dragons Ice Wizard Royal Ghost
Bats Skeleton Dragons Minion Horde Spear Goblins Ice Wizard
Skeleton Dragons Barbarians Goblin Giant
Barbarians Minion Horde Ice Wizard
Spear Goblins Barbarians Minion Horde Ice Wizard Royal Ghost
Bats Skeleton Dragons Barbarians Minion Horde Ice Wizard Spear Goblins Goblin Giant Royal Ghost
Skeleton Dragons Minion Horde Spear Goblins Bats Ice Wizard
Barbarians Minion Horde Bats Skeleton Dragons Ice Wizard
Bats Skeleton Dragons Barbarians Minion Horde Royal Ghost
Barbarians Minion Horde
Barbarians Minion Horde
Barbarians Minion Horde Bats Skeleton Dragons
Spear Goblins Bats Skeleton Dragons Barbarians Minion Horde Ice Wizard Royal Ghost
Spear Goblins Bats Skeleton Dragons Barbarians Ice Wizard Royal Ghost
Barbarians
Skeleton Dragons Royal Ghost Spear Goblins Bats Barbarians Minion Horde Goblin Giant

Counters to secondary win conditions

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

Barbarians Spear Goblins Royal Ghost
Skeleton Dragons Royal Ghost
Barbarians Spear Goblins Bats Minion Horde Goblin Giant
Bats Barbarians Minion Horde Goblin Giant
Barbarians Minion Horde Goblin Giant
Skeleton Dragons Bats Minion Horde Goblin Giant Ice Wizard
Spear Goblins Bats Barbarians Minion Horde Goblin Giant Ice Wizard
Barbarians Minion Horde Goblin Giant
Minion Horde Spear Goblins Bats Skeleton Dragons Barbarians
Skeleton Dragons Barbarians Minion Horde Goblin Giant
Bats Barbarians Minion Horde
Barbarians Goblin Giant
Barbarians Minion Horde Goblin Giant
Skeleton Dragons Barbarians Minion Horde
Barbarians Spear Goblins Bats Skeleton Dragons Minion Horde Goblin Giant
Bats Skeleton Dragons Barbarians Minion Horde Ice Wizard Royal Ghost
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.)

Skeleton Dragons Minion Horde Royal Ghost
Skeleton Dragons Ice Wizard Royal Ghost
Skeleton Dragons Minion Horde Goblin Giant
Skeleton Dragons Barbarians
Skeleton Dragons Minion Horde
Skeleton Dragons Spear Goblins Bats Minion Horde Goblin Giant Ice Wizard
Skeleton Dragons Minion Horde
Skeleton Dragons Ice Wizard
Skeleton Dragons
Bats Minion Horde
Skeleton Dragons Minion Horde
Skeleton Dragons
Skeleton Dragons
Skeleton Dragons Minion Horde
Skeleton Dragons
Spear Goblins Skeleton Dragons Minion Horde
Skeleton Dragons Minion Horde
Bats Skeleton Dragons Minion Horde
Skeleton Dragons
Skeleton Dragons
Skeleton Dragons Minion Horde
Skeleton Dragons
Skeleton Dragons Barbarians Minion Horde
Skeleton Dragons Ice Wizard
Minion Horde
Skeleton Dragons Ice Wizard Royal Ghost
Skeleton Dragons
Skeleton Dragons
Bats Skeleton Dragons Minion Horde Ice Wizard
Bats Skeleton Dragons Minion Horde
Minion Horde
Skeleton Dragons Minion Horde
Skeleton Dragons Minion Horde
Minion Horde
Minion Horde Spear Goblins Bats Barbarians
Skeleton Dragons Ice Wizard
Skeleton Dragons Minion Horde
Skeleton Dragons
Skeleton Dragons Minion Horde
Bats Skeleton Dragons Minion Horde
Bats Skeleton Dragons
Goblin Giant Royal Ghost
Skeleton Dragons

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