My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Hut Goblin Giant Electro Wizard

Defensive buildings

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

Goblin Hut

Investments

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

Goblin Hut Goblin Giant Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Wall Breakers Goblin Giant

Damage spells

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

Lightning

Punishments

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

Wall Breakers Goblin Giant Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins Wall Breakers Goblin Giant Lumberjack

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 Lumberjack

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
Wall Breakers Guards
Giant Snowball
Goblins Goblin Hut Wall Breakers Guards Lumberjack
Zap
Goblins Goblin Hut Wall Breakers Guards Goblin Giant
Barbarian Barrel
Goblins Goblin Hut Wall Breakers Guards Electro Wizard Lumberjack
The Log
Goblins Goblin Hut Wall Breakers Guards Lumberjack
Earthquake
Goblin Hut Guards
Arrows
Goblins Goblin Hut Wall Breakers Guards
Royal Delivery
Goblins Goblin Hut Wall Breakers Guards Electro Wizard Lumberjack
Fireball
Goblin Hut Wall Breakers Electro Wizard Lumberjack
Poison
Goblin Hut Guards Electro Wizard
Lightning
Goblin Hut Electro Wizard Lumberjack
Rocket
Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

Ladder info

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.

Guards

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.

Goblins 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Wall Breakers Guards Electro Wizard Lumberjack Goblin Hut Lightning Goblin Giant

Shortest cycle

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

11 Goblins Wall Breakers Guards Electro Wizard

Attack Synergies 0 9

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.

Goblins
Goblin Hut
Goblin Giant Lumberjack
Wall Breakers
Goblin Giant Electro Wizard
Guards
Lumberjack
Lightning
Goblin Giant
Goblin Giant
Goblin Hut Wall Breakers Lightning Electro Wizard Lumberjack
Electro Wizard
Wall Breakers Goblin Giant Lumberjack
Lumberjack
Goblin Hut Guards Goblin Giant Electro Wizard

Defense Synergies 0 7

Goblins
Electro Wizard
Goblin Hut
Electro Wizard Lumberjack
Wall Breakers
Guards
Electro Wizard Lumberjack
Lightning
Goblin Giant
Electro Wizard
Electro Wizard
Goblins Goblin Hut Guards Goblin Giant Lumberjack
Lumberjack
Goblin Hut Guards Electro 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.

Lightning Goblin Hut Goblin Giant Electro Wizard
Lumberjack Goblins Goblin Hut Electro Wizard
Goblin Hut Lumberjack Goblins Lightning Electro Wizard
Goblin Hut Lumberjack Goblins Guards Electro Wizard
Lightning Lumberjack
Goblins Guards Electro Wizard Lumberjack
Lightning Electro Wizard Goblin Hut
Lightning Goblin Giant Electro Wizard
Goblins Goblin Hut Lumberjack
Guards Goblins Electro Wizard Lumberjack
Goblins Guards Electro Wizard Goblin Hut Goblin Giant Lumberjack
Goblin Hut Electro Wizard
Goblin Hut Lumberjack Guards Lightning Electro Wizard
Goblins Goblin Hut Guards Electro Wizard Lumberjack
Goblin Hut Electro Wizard Lumberjack
Goblin Hut Lightning Electro Wizard Lumberjack
Goblins Goblin Hut Electro Wizard Lumberjack
Goblins Goblin Hut Guards Electro Wizard Lumberjack
Goblin Hut Guards Electro Wizard Lumberjack
Goblin Hut Electro Wizard Lumberjack
Goblins Guards Goblin Giant Electro Wizard Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Goblins Goblin Hut Electro Wizard
Electro Wizard Lightning Lumberjack
Guards Lumberjack Goblins Goblin Hut Lightning Goblin Giant Electro Wizard
Guards Lightning Lumberjack Goblin Giant Electro Wizard
Goblin Hut Guards Goblin Giant Lumberjack
Goblin Hut Goblin Giant Electro Wizard
Guards Goblins Goblin Hut Lightning Goblin Giant Electro Wizard Lumberjack
Goblin Giant Lumberjack
Lightning Electro Wizard Goblins Goblin Hut
Goblin Hut Guards Goblin Giant
Goblin Hut Guards Lumberjack
Lightning Guards Goblin Giant Electro Wizard
Lightning Guards Goblin Giant Lumberjack
Goblin Hut Guards Electro Wizard Goblins Lightning Goblin Giant Lumberjack
Goblin Hut 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.)

Lightning Guards
Electro Wizard
Lightning Goblin Hut Goblin Giant
Lightning Guards
Goblin Giant
Lightning
Lightning
Lightning Goblins Guards Electro Wizard Lumberjack
Lightning Electro Wizard
Lightning
Lightning Goblin Hut
Lightning
Lightning Goblin Hut
Lightning Goblin Hut
Lightning Goblin Hut
Lightning
Lightning
Lightning Electro Wizard
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning Electro Wizard
Lightning
Lightning
Lightning Electro Wizard
Lightning Electro Wizard Goblin Hut Guards
Lightning
Lightning
Lightning Electro Wizard
Lightning
Lightning Electro Wizard Goblin Hut Guards
Lightning Electro Wizard
Lightning Electro Wizard Lumberjack
Lightning
Lightning
Guards Lightning Electro Wizard
Lightning Electro Wizard
Lightning Goblin Giant Electro Wizard

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