My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Mirror Clone Cannon Cart Ice Wizard Bandit Fisherman Lumberjack Mother Witch Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Electro Wizard Inferno Dragon Little Prince

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.

Electro Wizard Inferno Dragon Mega Knight Little Prince

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap The Log

Punishments

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

Goblin Gang Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblin Gang Mega Knight

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.

Goblin Barrel 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
Goblin Gang Goblin Barrel Inferno Dragon
Giant Snowball
Goblin Gang Goblin Barrel Inferno Dragon Little Prince
Zap
Goblin Gang Goblin Barrel Inferno Dragon Little Prince
Barbarian Barrel
Goblin Gang Goblin Barrel Electro Wizard Little Prince
The Log
Goblin Gang Goblin Barrel Little Prince
Earthquake
Goblin Gang Goblin Barrel
Arrows
Goblin Gang Goblin Barrel Little Prince
Royal Delivery
Goblin Gang Goblin Barrel Electro Wizard Inferno Dragon Little Prince
Fireball
Goblin Gang Goblin Barrel Electro Wizard Inferno Dragon Little Prince
Poison
Goblin Gang Electro Wizard Little Prince
Lightning
Electro Wizard Inferno Dragon Little Prince
Rocket
Inferno Dragon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Mega Knight

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.

Inferno Dragon Mega Knight

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.

Goblin Barrel

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 Goblin Barrel 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.

Zap The Log Goblin Gang Goblin Barrel Little Prince Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

10 Zap The Log Goblin Gang Goblin Barrel

Attack Synergies 3 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.

Zap
Electro Wizard The Log Mega Knight Little Prince
Goblin Gang
Goblin Barrel
Goblin Barrel
Goblin Gang Mega Knight
The Log
Zap Mega Knight Little Prince
Electro Wizard
Zap Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Zap Goblin Barrel The Log Electro Wizard
Little Prince
Zap The Log

Defense Synergies 2 15

Zap
Electro Wizard Mega Knight Goblin Gang The Log Inferno Dragon Little Prince
Goblin Gang
Zap The Log Electro Wizard Inferno Dragon
Goblin Barrel
The Log
Zap Goblin Gang Electro Wizard Inferno Dragon Mega Knight Little Prince
Electro Wizard
Zap Goblin Gang The Log Inferno Dragon Mega Knight Little Prince
Inferno Dragon
Zap Goblin Gang The Log Electro Wizard Mega Knight
Mega Knight
Zap The Log Electro Wizard Inferno Dragon
Little Prince
Zap The Log 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.

Zap The Log Electro Wizard
Inferno Dragon Zap Goblin Gang The Log Electro Wizard Mega Knight
Goblin Gang Mega Knight Electro Wizard Inferno Dragon
Inferno Dragon Goblin Gang Electro Wizard Mega Knight
The Log Mega Knight
Goblin Gang The Log Zap Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Zap Goblin Gang Little Prince
Zap The Log Electro Wizard Mega Knight
Inferno Dragon Goblin Gang
Goblin Gang Electro Wizard Mega Knight Little Prince
Goblin Gang Electro Wizard Zap The Log Mega Knight
Inferno Dragon Zap Goblin Gang Electro Wizard
Mega Knight Zap Goblin Gang The Log Electro Wizard
Mega Knight Zap Goblin Gang The Log Electro Wizard
Inferno Dragon Goblin Gang Electro Wizard Mega Knight
Zap Goblin Gang The Log Electro Wizard Inferno Dragon Mega Knight
Mega Knight Goblin Gang Electro Wizard
Mega Knight Zap Goblin Gang The Log Electro Wizard Little Prince
Zap The Log Electro Wizard Inferno Dragon Mega Knight Little Prince
Electro Wizard Inferno Dragon
Goblin Gang Mega Knight The Log Electro Wizard Little Prince

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Electro Wizard
Electro Wizard Zap Goblin Gang The Log Inferno Dragon Mega Knight
Goblin Gang Mega Knight Zap The Log Electro Wizard
Goblin Gang Mega Knight Zap The Log Electro Wizard
Goblin Gang Inferno Dragon Mega Knight
Zap Goblin Gang Electro Wizard
Goblin Gang Electro Wizard
Mega Knight Inferno Dragon
Zap Electro Wizard Mega Knight The Log Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Mega Knight
Mega Knight Zap The Log Electro Wizard
Mega Knight Goblin Gang
Mega Knight
Goblin Gang Electro Wizard Zap The Log Inferno Dragon Little Prince
Mega Knight Zap The Log Electro Wizard Inferno Dragon

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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Zap The Log Mega Knight
Zap
The Log
The Log Zap
The Log Zap
Goblin Gang Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Zap The Log
Zap The Log
The Log Mega Knight
Zap The Log Electro Wizard Mega Knight
Zap The Log Mega Knight Little Prince
The Log Mega Knight
The Log
Zap The Log
Zap The Log Mega Knight Little Prince
Inferno Dragon
The Log Zap Electro Wizard
Zap The Log Mega Knight
Zap The Log
Zap Electro Wizard Little Prince
Zap Electro Wizard
Zap The Log Mega Knight
Zap Electro Wizard
Mega Knight
The Log
Zap Electro Wizard Goblin Gang
Zap Electro Wizard
The Log
Goblin Gang Electro Wizard Mega Knight
The Log Zap
Zap
Mega Knight
Zap Goblin Gang The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard Mega Knight Little Prince

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