My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Zappies 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.

Zappies Goblin Giant Ice Wizard Sparky

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.

Zap Rage

Punishments

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

Elite Barbarians Goblin 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.

Elite Barbarians Heal Spirit Goblin 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.

Elite Barbarians

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
Elite Barbarians Sparky
Giant Snowball
Zappies
Zap
Zappies Goblin Giant Sparky
Barbarian Barrel
Elite Barbarians Heal Spirit Zappies Ice Wizard Sparky
The Log
Elite Barbarians Heal Spirit Zappies Sparky
Earthquake
Zappies
Arrows
Heal Spirit Zappies
Royal Delivery
Elite Barbarians Heal Spirit Zappies Ice Wizard Sparky
Fireball
Elite Barbarians Zappies Ice Wizard Sparky
Poison
Zappies Ice Wizard Sparky
Lightning
Elite Barbarians Ice Wizard Sparky
Rocket
Elite Barbarians Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Wizard Sparky

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.

Heal Spirit Rage Ice Wizard Sparky

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.

Heal Spirit 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.

Heal Spirit Zap Rage Ice Wizard Zappies Elite Barbarians Goblin Giant Sparky

Shortest cycle

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

8 Heal Spirit Zap Rage Ice Wizard

Attack Synergies 7 13

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.

Zap
Elite Barbarians Goblin Giant Sparky Heal Spirit Zappies Ice Wizard
Elite Barbarians
Zap Heal Spirit Rage Zappies Goblin Giant Sparky
Heal Spirit
Elite Barbarians Zap Zappies Goblin Giant Sparky
Zappies
Zap Elite Barbarians Heal Spirit Rage Goblin Giant
Rage
Elite Barbarians Sparky Zappies Goblin Giant
Goblin Giant
Zap Sparky Elite Barbarians Heal Spirit Zappies Rage Ice Wizard
Ice Wizard
Zap Goblin Giant
Sparky
Zap Rage Goblin Giant Elite Barbarians Heal Spirit

Defense Synergies 1 5

Zap
Goblin Giant Elite Barbarians Zappies Ice Wizard Sparky
Elite Barbarians
Zap
Heal Spirit
Zappies
Zap
Rage
Goblin Giant
Zap Sparky
Ice Wizard
Zap
Sparky
Zap Goblin Giant

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.

Zap Zappies Goblin Giant Sparky
Elite Barbarians Sparky Zap Zappies Ice Wizard
Sparky Elite Barbarians Zappies Ice Wizard
Elite Barbarians Sparky Zappies Ice Wizard
Elite Barbarians Sparky
Zap Zappies Ice Wizard
Zap Zappies Ice Wizard
Zap Goblin Giant Sparky
Zappies Sparky Elite Barbarians Ice Wizard
Elite Barbarians Zappies Ice Wizard Sparky
Ice Wizard Zap Zappies Goblin Giant
Zap Zappies Ice Wizard
Sparky Zap Elite Barbarians Zappies Ice Wizard
Sparky Zap Zappies
Elite Barbarians Sparky Zappies
Zap Elite Barbarians Zappies Sparky
Sparky Elite Barbarians Zappies
Zap Elite Barbarians Zappies Ice Wizard
Zap Zappies Ice Wizard
Sparky Elite Barbarians Zappies
Elite Barbarians Zappies Goblin Giant Sparky
Sparky

Counters to secondary win conditions

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

Zap Elite Barbarians Zappies Sparky
Zap Elite Barbarians
Zappies Zap Elite Barbarians Goblin Giant Sparky
Zap Elite Barbarians Zappies Goblin Giant Sparky
Elite Barbarians Zappies Goblin Giant Sparky
Zap Zappies Goblin Giant Ice Wizard
Sparky Elite Barbarians Zappies Goblin Giant Ice Wizard
Elite Barbarians Zappies Goblin Giant Sparky
Zap Elite Barbarians Zappies Sparky
Zappies Goblin Giant Sparky
Elite Barbarians Zappies Sparky
Zap Elite Barbarians Goblin Giant
Elite Barbarians Zappies Goblin Giant Sparky
Zappies Sparky
Elite Barbarians Zappies Sparky Zap Goblin Giant
Zap Elite Barbarians Zappies Ice Wizard Sparky
Zap 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.)

Sparky
Zap Ice Wizard
Goblin Giant Sparky
Sparky
Zap Sparky
Zap Goblin Giant Ice Wizard
Sparky
Zap Ice Wizard
Zap
Elite Barbarians Sparky
Zap Sparky
Zap
Elite Barbarians Sparky
Zap Elite Barbarians Sparky
Zap Sparky
Sparky
Sparky
Sparky
Zap Sparky
Zap
Sparky
Sparky
Zap
Zap Ice Wizard Sparky
Zap Ice Wizard Sparky
Zap Sparky
Zap Sparky
Elite Barbarians Zap Ice Wizard Sparky
Zap Zappies
Elite Barbarians Sparky
Zap Sparky
Zap Zappies Sparky
Sparky
Sparky
Zap Zappies
Zap Zappies Ice Wizard
Sparky
Zap
Zap Sparky
Elite Barbarians Sparky
Zap Elite Barbarians Zappies Sparky
Zap Zappies
Zap Goblin Giant Sparky
Sparky
Sparky

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