My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Void

Deck tips

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

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Goblin Giant Electro 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.

Battle Ram Goblin Giant Electro Wizard Phoenix

Offensive cards

Win conditions

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

Battle Ram Goblin Giant Graveyard

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.

Goblin Gang Battle Ram Goblin Giant Graveyard

Pump responses

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

Lightning Graveyard

Dropped at the bridge

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

Goblin Gang Battle Ram Goblin Giant Phoenix

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 Graveyard

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 Battle Ram Guards Phoenix Graveyard
Giant Snowball
Goblin Gang Battle Ram Guards Graveyard
Zap
Goblin Gang Battle Ram Guards Goblin Giant Graveyard
Barbarian Barrel
Goblin Gang Battle Ram Guards Electro Wizard Graveyard
The Log
Goblin Gang Battle Ram Guards Graveyard
Earthquake
Goblin Gang Guards Graveyard
Arrows
Goblin Gang Guards Graveyard
Royal Delivery
Goblin Gang Battle Ram Guards Electro Wizard Graveyard
Fireball
Goblin Gang Battle Ram Electro Wizard
Poison
Goblin Gang Guards Electro Wizard Phoenix Graveyard
Lightning
Battle Ram Electro Wizard Phoenix
Rocket
Phoenix

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.

Battle Ram Guards

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.

Graveyard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Guards Battle Ram Electro Wizard Phoenix Graveyard Lightning Goblin Giant

Shortest cycle

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

14 Goblin Gang Guards Battle Ram Electro Wizard

Attack Synergies 1 10

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.

Goblin Gang
Battle Ram Goblin Giant
Battle Ram
Goblin Gang Lightning Electro Wizard Graveyard
Guards
Graveyard
Lightning
Battle Ram Goblin Giant
Goblin Giant
Goblin Gang Lightning Electro Wizard Graveyard
Electro Wizard
Graveyard Battle Ram Goblin Giant
Phoenix
Graveyard
Graveyard
Electro Wizard Battle Ram Guards Goblin Giant Phoenix

Defense Synergies 0 4

Goblin Gang
Guards Electro Wizard
Battle Ram
Guards
Goblin Gang Electro Wizard
Lightning
Goblin Giant
Electro Wizard
Electro Wizard
Goblin Gang Guards Goblin Giant
Phoenix
Graveyard

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 Giant Electro Wizard
Goblin Gang Electro Wizard Phoenix
Goblin Gang Lightning Electro Wizard
Goblin Gang Guards Electro Wizard Phoenix
Lightning
Goblin Gang Guards Electro Wizard
Lightning Electro Wizard Goblin Gang Phoenix
Lightning Goblin Giant Electro Wizard Phoenix
Goblin Gang Phoenix
Goblin Gang Guards Electro Wizard Phoenix
Goblin Gang Guards Electro Wizard Goblin Giant
Goblin Gang Electro Wizard Phoenix
Goblin Gang Guards Lightning Electro Wizard
Goblin Gang Guards Electro Wizard
Goblin Gang Electro Wizard Phoenix
Goblin Gang Lightning Electro Wizard
Goblin Gang Electro Wizard
Goblin Gang Guards Electro Wizard
Guards Electro Wizard
Electro Wizard Phoenix
Goblin Gang Guards Goblin Giant Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Guards Electro Wizard
Electro Wizard Goblin Gang Lightning Phoenix
Goblin Gang Guards Lightning Goblin Giant Electro Wizard
Goblin Gang Guards Lightning Goblin Giant Electro Wizard Phoenix
Goblin Gang Guards Goblin Giant Phoenix
Goblin Gang Goblin Giant Electro Wizard
Goblin Gang Guards Lightning Goblin Giant Electro Wizard Phoenix
Goblin Giant Phoenix
Lightning Electro Wizard Phoenix
Goblin Gang Guards Goblin Giant Phoenix
Guards Phoenix
Lightning Guards Goblin Giant Electro Wizard Phoenix
Lightning Goblin Gang Guards Goblin Giant
Goblin Gang Guards Electro Wizard Phoenix Lightning Goblin Giant
Electro 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.)

Lightning Guards
Electro Wizard
Lightning Goblin Giant
Lightning Guards
Goblin Giant
Lightning
Lightning
Lightning Goblin Gang Guards Electro Wizard
Lightning Electro Wizard
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning Electro Wizard
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning Electro Wizard
Lightning
Lightning
Lightning Electro Wizard
Lightning Electro Wizard Guards
Lightning
Lightning
Lightning Electro Wizard
Lightning
Lightning Electro Wizard Goblin Gang Guards
Lightning Electro Wizard
Lightning Goblin Gang Electro Wizard
Lightning
Lightning
Goblin Gang Guards Lightning Electro Wizard
Lightning Electro Wizard
Lightning Goblin Giant Electro Wizard

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