My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Inferno Tower Wizard Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Wizard Balloon Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows The Log

Punishments

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

Goblin Gang Balloon

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 Barbarians Balloon

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.

Balloon 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 Balloon
Giant Snowball
Goblin Gang Barbarians Balloon
Zap
Goblin Gang Inferno Tower Balloon
Barbarian Barrel
Goblin Gang Barbarians Inferno Tower Wizard Electro Wizard
The Log
Goblin Gang Barbarians
Earthquake
Goblin Gang Barbarians Inferno Tower
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Barbarians Wizard Balloon Electro Wizard
Fireball
Goblin Gang Barbarians Inferno Tower Wizard Balloon Electro Wizard
Poison
Goblin Gang Barbarians Inferno Tower Wizard Balloon Electro Wizard
Lightning
Inferno Tower Wizard Balloon Electro Wizard
Rocket
Barbarians Inferno Tower Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log

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 Inferno Tower

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 Barbarians Wizard 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.

The Log Arrows Goblin Gang Electro Wizard Barbarians Inferno Tower Wizard Balloon

Shortest cycle

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

12 The Log Arrows Goblin Gang Electro Wizard

Attack Synergies 1 5

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.

Arrows
Balloon
Goblin Gang
Balloon
Barbarians
Balloon
Inferno Tower
Wizard
Balloon
Balloon
Arrows Goblin Gang Barbarians Wizard The Log Electro Wizard
The Log
Balloon
Electro Wizard
Balloon

Defense Synergies 3 8

Arrows
Barbarians Inferno Tower
Goblin Gang
Inferno Tower Barbarians The Log Electro Wizard
Barbarians
Arrows Goblin Gang
Inferno Tower
Goblin Gang The Log Electro Wizard Arrows
Wizard
The Log Electro Wizard
Balloon
The Log
Inferno Tower Goblin Gang Wizard Electro Wizard
Electro Wizard
Inferno Tower Goblin Gang Wizard The Log

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.

Inferno Tower Wizard The Log Electro Wizard
Barbarians Inferno Tower Goblin Gang The Log Electro Wizard
Goblin Gang Barbarians Inferno Tower Electro Wizard
Barbarians Inferno Tower Goblin Gang Electro Wizard
Arrows Barbarians The Log
Arrows Goblin Gang The Log Electro Wizard
Inferno Tower Electro Wizard Arrows Goblin Gang Wizard
Arrows Barbarians Inferno Tower The Log Electro Wizard
Barbarians Inferno Tower Goblin Gang
Goblin Gang Barbarians Inferno Tower Electro Wizard
Goblin Gang Barbarians Electro Wizard Arrows Wizard The Log
Arrows Inferno Tower Goblin Gang Wizard Electro Wizard
Barbarians Inferno Tower Goblin Gang Wizard The Log Electro Wizard
Wizard Arrows Goblin Gang Barbarians The Log Electro Wizard
Barbarians Inferno Tower Goblin Gang Electro Wizard
Barbarians Inferno Tower Goblin Gang The Log Electro Wizard
Barbarians Wizard Arrows Goblin Gang Inferno Tower Electro Wizard
Arrows Goblin Gang Barbarians Wizard The Log Electro Wizard
Arrows Wizard The Log Barbarians Electro Wizard
Barbarians Inferno Tower Electro Wizard
Goblin Gang Wizard Arrows Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Barbarians Inferno Tower Electro Wizard
Electro Wizard Arrows Goblin Gang Wizard The Log
Goblin Gang Barbarians Inferno Tower The Log Electro Wizard
Goblin Gang Barbarians Inferno Tower The Log Electro Wizard
Barbarians Inferno Tower Goblin Gang
Arrows Wizard Goblin Gang Electro Wizard
Goblin Gang Barbarians Inferno Tower Electro Wizard
Inferno Tower Barbarians
Electro Wizard Barbarians Inferno Tower The Log
Inferno Tower Goblin Gang Barbarians
Barbarians Inferno Tower
Arrows Barbarians The Log Electro Wizard
Barbarians Goblin Gang Inferno Tower Wizard
Wizard Barbarians
Goblin Gang Barbarians Inferno Tower Electro Wizard The Log
Arrows Barbarians Inferno Tower Wizard The Log 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.)

Arrows The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Barbarians The Log
Wizard Arrows The Log
Arrows Wizard
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Goblin Gang Electro Wizard
Arrows Wizard The Log Electro Wizard
Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Arrows Wizard The Log Electro Wizard
Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Arrows Barbarians The Log
Arrows The Log Wizard
Arrows The Log Wizard Electro Wizard
Arrows Wizard The Log
Arrows The Log
Arrows Wizard Electro Wizard
Electro Wizard Wizard
Arrows Wizard The Log
Arrows Electro Wizard
Arrows Wizard The Log
Electro Wizard Goblin Gang Barbarians
Arrows Wizard Electro Wizard
Arrows The Log
Goblin Gang Wizard Electro Wizard
Arrows The Log Wizard
Arrows
Goblin Gang The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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