My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Baby Dragon Electro Wizard

Defensive buildings

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

Cannon

Investments

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

Bomber Baby Dragon Electro Giant Electro Wizard

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows Earthquake

Punishments

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

Goblin Gang

Pump responses

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

Earthquake

Dropped at the bridge

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

Goblin Gang Baby Dragon Electro 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.

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
Bomber Goblin Gang
Giant Snowball
Bomber Cannon Goblin Gang Baby Dragon
Zap
Bomber Cannon Goblin Gang
Barbarian Barrel
Bomber Cannon Goblin Gang Electro Wizard
The Log
Bomber Cannon Goblin Gang
Earthquake
Bomber Cannon Goblin Gang
Arrows
Bomber Goblin Gang
Royal Delivery
Bomber Goblin Gang Baby Dragon Electro Wizard
Fireball
Bomber Cannon Goblin Gang Baby Dragon Electro Wizard
Poison
Bomber Cannon Goblin Gang Electro Wizard
Lightning
Cannon Baby Dragon Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Earthquake Baby Dragon Electro Giant

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.

Arrows Baby Dragon Electro Giant

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Cannon Goblin Gang Earthquake Baby Dragon Electro Wizard Electro Giant

Shortest cycle

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

11 Bomber Arrows Cannon Goblin Gang

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.

Bomber
Baby Dragon
Arrows
Earthquake
Cannon
Goblin Gang
Baby Dragon
Earthquake
Arrows Electro Giant
Baby Dragon
Bomber Goblin Gang Electro Giant Electro Wizard
Electro Giant
Earthquake Baby Dragon
Electro Wizard
Baby Dragon

Defense Synergies 0 10

Bomber
Cannon Electro Giant Electro Wizard
Arrows
Cannon
Cannon
Bomber Arrows Goblin Gang Earthquake Baby Dragon Electro Giant Electro Wizard
Goblin Gang
Cannon Electro Wizard
Earthquake
Cannon
Baby Dragon
Cannon
Electro Giant
Bomber Cannon
Electro Wizard
Bomber Cannon Goblin Gang

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.

Earthquake Bomber Cannon Baby Dragon Electro Wizard
Bomber Cannon Goblin Gang Electro Wizard
Cannon Goblin Gang Bomber Electro Wizard
Cannon Bomber Goblin Gang Electro Wizard
Bomber Arrows Earthquake
Arrows Goblin Gang Bomber Cannon Earthquake Baby Dragon Electro Wizard
Electro Wizard Arrows Cannon Goblin Gang Baby Dragon
Earthquake Arrows Cannon Baby Dragon Electro Giant Electro Wizard
Cannon Goblin Gang
Goblin Gang Bomber Cannon Electro Wizard
Goblin Gang Electro Wizard Bomber Arrows Cannon Earthquake Baby Dragon Electro Giant
Arrows Goblin Gang Baby Dragon Electro Wizard
Cannon Bomber Goblin Gang Earthquake Electro Wizard
Bomber Arrows Cannon Goblin Gang Earthquake Baby Dragon Electro Wizard
Cannon Goblin Gang Electro Wizard
Cannon Goblin Gang Electro Giant Electro Wizard
Bomber Arrows Cannon Goblin Gang Electro Wizard
Arrows Cannon Bomber Goblin Gang Baby Dragon Electro Wizard
Arrows Earthquake Baby Dragon Bomber Cannon Electro Wizard
Cannon Electro Wizard
Bomber Goblin Gang Arrows Cannon Earthquake Baby Dragon Electro Giant Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Electro Giant Electro Wizard
Electro Wizard Bomber Arrows Goblin Gang Baby Dragon
Goblin Gang Electro Wizard
Goblin Gang Electro Wizard
Cannon Goblin Gang
Arrows Electro Giant Goblin Gang Baby Dragon Electro Wizard
Goblin Gang Electro Wizard
Electro Wizard Baby Dragon
Cannon Goblin Gang
Arrows Electro Giant Electro Wizard
Cannon Goblin Gang
Bomber Cannon Baby Dragon Electro Giant
Goblin Gang Electro Giant Electro Wizard Bomber Baby Dragon
Arrows Bomber Cannon Earthquake Baby Dragon Electro Giant 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.)

Earthquake Arrows Baby Dragon
Arrows Baby Dragon Electro Wizard
Earthquake Arrows Baby Dragon
Earthquake Arrows
Bomber Arrows Earthquake Baby Dragon
Arrows Electro Giant Baby Dragon
Bomber Arrows Earthquake Baby Dragon
Arrows Earthquake Baby Dragon
Arrows
Goblin Gang Electro Wizard
Arrows Earthquake Electro Wizard
Arrows Baby Dragon
Earthquake Baby Dragon
Earthquake Arrows Baby Dragon
Earthquake Arrows Baby Dragon
Earthquake Bomber Arrows Baby Dragon
Earthquake Arrows Baby Dragon
Arrows Earthquake
Bomber
Bomber Arrows Earthquake Baby Dragon Electro Wizard
Bomber Arrows Earthquake Baby Dragon Electro Giant
Earthquake Baby Dragon
Arrows
Earthquake Arrows Baby Dragon
Arrows Earthquake Electro Giant Bomber Baby Dragon
Arrows Earthquake Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Electro Giant Electro Wizard
Electro Wizard Electro Giant
Bomber Arrows Earthquake
Arrows Electro Wizard
Arrows Earthquake
Earthquake Electro Wizard Goblin Gang
Arrows Baby Dragon Electro Wizard
Arrows
Goblin Gang Baby Dragon Electro Wizard
Arrows Bomber Earthquake Baby Dragon
Arrows Electro Giant
Electro Giant Goblin Gang Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Electro Giant Electro Wizard

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