My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!
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!
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.

Archers Goblin Gang Minion Horde Zappies Electro Wizard

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.

Archers Zappies Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Missing

Punishments

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

Goblin Gang Elite Barbarians Hog Rider Lumberjack

Pump responses

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

Missing

Dropped at the bridge

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

Goblin Gang Minion Horde Elite Barbarians Hog Rider 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.

Elite Barbarians Hog Rider 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
Archers Goblin Gang Minion Horde Elite Barbarians Hog Rider
Giant Snowball
Archers Goblin Gang Minion Horde Hog Rider Zappies Lumberjack
Zap
Archers Goblin Gang Minion Horde Zappies
Barbarian Barrel
Archers Goblin Gang Elite Barbarians Zappies Electro Wizard Lumberjack
The Log
Archers Goblin Gang Elite Barbarians Hog Rider Zappies Lumberjack
Earthquake
Archers Goblin Gang Hog Rider Zappies
Arrows
Archers Goblin Gang Minion Horde Zappies
Royal Delivery
Archers Goblin Gang Minion Horde Elite Barbarians Hog Rider Zappies Electro Wizard Lumberjack
Fireball
Archers Goblin Gang Minion Horde Elite Barbarians Hog Rider Zappies Electro Wizard Lumberjack
Poison
Archers Goblin Gang Minion Horde Zappies Electro Wizard
Lightning
Elite Barbarians Electro Wizard Lumberjack
Rocket
Minion Horde Elite Barbarians Hog Rider

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

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.

Elite Barbarians

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 Minion Horde 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.

Archers Goblin Gang Hog Rider Zappies Electro Wizard Lumberjack Minion Horde Elite Barbarians

Shortest cycle

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

14 Archers Goblin Gang Hog Rider Zappies

Attack Synergies 1 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.

Archers
Elite Barbarians Hog Rider Lumberjack
Goblin Gang
Hog Rider
Minion Horde
Hog Rider Lumberjack
Elite Barbarians
Archers Hog Rider Zappies Lumberjack
Hog Rider
Goblin Gang Archers Minion Horde Elite Barbarians Zappies Electro Wizard Lumberjack
Zappies
Elite Barbarians Hog Rider Lumberjack
Electro Wizard
Hog Rider Lumberjack
Lumberjack
Archers Minion Horde Elite Barbarians Hog Rider Zappies Electro Wizard

Defense Synergies 0 9

Archers
Goblin Gang Electro Wizard Lumberjack
Goblin Gang
Archers Zappies Electro Wizard Lumberjack
Minion Horde
Elite Barbarians
Hog Rider
Zappies
Goblin Gang Electro Wizard Lumberjack
Electro Wizard
Archers Goblin Gang Zappies Lumberjack
Lumberjack
Archers Goblin Gang Zappies 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.

Minion Horde Zappies Electro Wizard
Minion Horde Elite Barbarians Lumberjack Goblin Gang Zappies Electro Wizard
Goblin Gang Minion Horde Lumberjack Archers Elite Barbarians Zappies Electro Wizard
Minion Horde Elite Barbarians Lumberjack Goblin Gang Zappies Electro Wizard
Elite Barbarians Lumberjack
Goblin Gang Archers Zappies Electro Wizard Lumberjack
Minion Horde Electro Wizard Archers Goblin Gang Zappies
Electro Wizard
Minion Horde Zappies Goblin Gang Elite Barbarians Lumberjack
Goblin Gang Elite Barbarians Archers Minion Horde Zappies Electro Wizard Lumberjack
Archers Goblin Gang Minion Horde Electro Wizard Zappies Lumberjack
Minion Horde Archers Goblin Gang Zappies Electro Wizard
Minion Horde Lumberjack Goblin Gang Elite Barbarians Zappies Electro Wizard
Goblin Gang Minion Horde Zappies Electro Wizard Lumberjack
Elite Barbarians Goblin Gang Minion Horde Zappies Electro Wizard Lumberjack
Minion Horde Goblin Gang Elite Barbarians Zappies Electro Wizard Lumberjack
Minion Horde Goblin Gang Elite Barbarians Zappies Electro Wizard Lumberjack
Archers Goblin Gang Minion Horde Elite Barbarians Zappies Electro Wizard Lumberjack
Archers Zappies Electro Wizard Lumberjack
Elite Barbarians Zappies Electro Wizard Lumberjack
Goblin Gang Archers Minion Horde Elite Barbarians Zappies Electro Wizard Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Archers Elite Barbarians Zappies Electro Wizard
Electro Wizard Archers Goblin Gang Elite Barbarians Lumberjack
Goblin Gang Zappies Lumberjack Minion Horde Elite Barbarians Electro Wizard
Goblin Gang Lumberjack Minion Horde Elite Barbarians Zappies Electro Wizard
Goblin Gang Minion Horde Elite Barbarians Zappies Lumberjack
Archers Goblin Gang Minion Horde Zappies Electro Wizard
Goblin Gang Archers Minion Horde Elite Barbarians Zappies Electro Wizard Lumberjack
Minion Horde Elite Barbarians Zappies Lumberjack
Minion Horde Electro Wizard Elite Barbarians Zappies
Goblin Gang Minion Horde Zappies
Minion Horde Elite Barbarians Zappies Lumberjack
Elite Barbarians Electro Wizard
Elite Barbarians Goblin Gang Minion Horde Zappies Lumberjack
Archers Minion Horde Zappies
Goblin Gang Elite Barbarians Zappies Electro Wizard Archers Minion Horde Lumberjack
Archers Minion Horde Elite Barbarians Zappies 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.)

Minion Horde
Electro Wizard
Minion Horde
Minion Horde
Minion Horde
Archers Minion Horde
Goblin Gang Minion Horde Elite Barbarians Electro Wizard Lumberjack
Minion Horde Electro Wizard
Archers
Elite Barbarians
Minion Horde
Elite Barbarians
Minion Horde
Minion Horde
Minion Horde
Archers Electro Wizard
Minion Horde
Minion Horde
Minion Horde
Electro Wizard
Elite Barbarians Archers Minion Horde Electro Wizard
Electro Wizard Minion Horde Zappies
Minion Horde Elite Barbarians
Minion Horde
Minion Horde Zappies Electro Wizard
Minion Horde
Minion Horde Electro Wizard Archers Goblin Gang Zappies
Archers Zappies Electro Wizard
Goblin Gang Minion Horde Electro Wizard Lumberjack
Minion Horde Elite Barbarians
Goblin Gang Minion Horde Elite Barbarians Zappies Electro Wizard
Zappies Electro Wizard
Electro Wizard

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