My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 Wizard Phoenix

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 Elixir Golem Giant Wizard Phoenix Lumberjack

Offensive cards

Win conditions

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

Elixir Golem Giant

Damage spells

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

Earthquake

Punishments

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

Elixir Golem Giant Lumberjack

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.

Spear Goblins Heal Spirit Elixir Golem Giant Phoenix 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.

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
Spear Goblins Elixir Golem Giant Phoenix
Giant Snowball
Spear Goblins Lumberjack
Zap
Spear Goblins
Barbarian Barrel
Spear Goblins Heal Spirit Elixir Golem Wizard Lumberjack
The Log
Spear Goblins Heal Spirit Elixir Golem Lumberjack
Earthquake
Spear Goblins Elixir Golem
Arrows
Spear Goblins Heal Spirit
Royal Delivery
Spear Goblins Heal Spirit Elixir Golem Wizard Lumberjack
Fireball
Elixir Golem Wizard Lumberjack
Poison
Spear Goblins Elixir Golem Wizard Phoenix
Lightning
Wizard Phoenix Lumberjack
Rocket
Wizard Phoenix

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Wizard

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 Heal Spirit Elixir Golem

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 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.

Heal Spirit Spear Goblins Earthquake Elixir Golem Phoenix Lumberjack Giant Wizard

Shortest cycle

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

9 Heal Spirit Spear Goblins Earthquake Elixir Golem

Attack Synergies 3 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.

Spear Goblins
Heal Spirit Earthquake Elixir Golem Giant Lumberjack
Heal Spirit
Elixir Golem Spear Goblins Giant Wizard Lumberjack
Earthquake
Elixir Golem Giant Spear Goblins
Elixir Golem
Heal Spirit Earthquake Spear Goblins Wizard Lumberjack
Giant
Earthquake Spear Goblins Heal Spirit Wizard Lumberjack
Wizard
Heal Spirit Elixir Golem Giant Lumberjack
Phoenix
Lumberjack
Spear Goblins Heal Spirit Elixir Golem Giant Wizard

Defense Synergies 0 3

Spear Goblins
Earthquake Lumberjack
Heal Spirit
Earthquake
Spear Goblins
Elixir Golem
Giant
Wizard
Lumberjack
Phoenix
Lumberjack
Spear Goblins 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.

Earthquake Spear Goblins Wizard
Lumberjack Phoenix
Lumberjack
Lumberjack Phoenix
Earthquake Lumberjack
Spear Goblins Earthquake Lumberjack
Spear Goblins Wizard Phoenix
Earthquake Phoenix
Phoenix Lumberjack
Spear Goblins Phoenix Lumberjack
Spear Goblins Earthquake Wizard Lumberjack
Spear Goblins Wizard Phoenix
Lumberjack Earthquake Wizard
Wizard Earthquake Lumberjack
Phoenix Lumberjack
Lumberjack
Wizard Lumberjack
Spear Goblins Wizard Lumberjack
Earthquake Wizard Spear Goblins Lumberjack
Phoenix Lumberjack
Wizard Spear Goblins Earthquake Lumberjack

Counters to secondary win conditions

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

Lumberjack Spear Goblins
Wizard Phoenix Lumberjack
Lumberjack Spear Goblins
Lumberjack Phoenix
Phoenix Lumberjack
Wizard
Spear Goblins Phoenix Lumberjack
Phoenix Lumberjack
Spear Goblins Phoenix
Phoenix
Phoenix Lumberjack
Phoenix
Wizard Lumberjack
Wizard
Phoenix Spear Goblins Lumberjack
Earthquake Wizard Phoenix

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
Earthquake
Earthquake
Wizard Earthquake
Wizard Spear Goblins
Earthquake Wizard
Earthquake Wizard
Wizard
Lumberjack
Earthquake Wizard
Wizard
Earthquake
Earthquake
Earthquake
Earthquake Spear Goblins Wizard
Earthquake Wizard
Earthquake
Earthquake Wizard
Earthquake Wizard
Earthquake
Wizard
Earthquake
Earthquake Wizard
Earthquake Wizard
Wizard
Wizard
Wizard
Earthquake Wizard
Earthquake Wizard
Earthquake Spear Goblins
Wizard
Wizard Lumberjack
Earthquake Wizard

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