My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Fisherman Lava Hound

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high 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 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.

Baby Dragon Electro Wizard

Defensive buildings

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

Bomb Tower Barbarian Hut

Investments

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

Giant Barbarian Hut Baby Dragon Electro Wizard

Offensive cards

Win conditions

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

Giant Wall Breakers

Damage spells

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

Zap

Punishments

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

Giant Wall Breakers

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.

Goblins Giant Wall Breakers Baby Dragon

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

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
Giant Wall Breakers
Giant Snowball
Goblins Wall Breakers Baby Dragon
Zap
Goblins Wall Breakers
Barbarian Barrel
Goblins Bomb Tower Barbarian Hut Wall Breakers Electro Wizard
The Log
Goblins Barbarian Hut Wall Breakers
Earthquake
Bomb Tower Barbarian Hut
Arrows
Goblins Wall Breakers
Royal Delivery
Goblins Wall Breakers Baby Dragon Electro Wizard
Fireball
Bomb Tower Barbarian Hut Wall Breakers Baby Dragon Electro Wizard
Poison
Bomb Tower Barbarian Hut Electro Wizard
Lightning
Bomb Tower Barbarian Hut Baby Dragon Electro Wizard
Rocket
Bomb Tower Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Bomb Tower Baby Dragon

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.

Baby Dragon

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.

Goblins 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Wall Breakers Bomb Tower Baby Dragon Electro Wizard Giant Barbarian Hut

Shortest cycle

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

10 Goblins Zap Wall Breakers Bomb Tower

Attack Synergies 2 14

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.

Goblins
Zap Giant Baby Dragon
Zap
Giant Electro Wizard Goblins Barbarian Hut Wall Breakers Baby Dragon
Bomb Tower
Giant
Zap Goblins Barbarian Hut Baby Dragon Electro Wizard
Barbarian Hut
Zap Giant Wall Breakers Baby Dragon
Wall Breakers
Zap Barbarian Hut Baby Dragon Electro Wizard
Baby Dragon
Goblins Zap Giant Barbarian Hut Wall Breakers Electro Wizard
Electro Wizard
Zap Giant Wall Breakers Baby Dragon

Defense Synergies 2 8

Goblins
Zap Electro Wizard
Zap
Bomb Tower Electro Wizard Goblins Barbarian Hut Baby Dragon
Bomb Tower
Zap Baby Dragon Electro Wizard
Giant
Barbarian Hut
Zap Baby Dragon Electro Wizard
Wall Breakers
Baby Dragon
Zap Bomb Tower Barbarian Hut
Electro Wizard
Zap Goblins Bomb Tower Barbarian Hut

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.

Barbarian Hut Zap Baby Dragon Electro Wizard
Bomb Tower Barbarian Hut Goblins Zap Electro Wizard
Bomb Tower Barbarian Hut Goblins Electro Wizard
Bomb Tower Barbarian Hut Goblins Electro Wizard
Bomb Tower
Goblins Zap Bomb Tower Baby Dragon Electro Wizard
Electro Wizard Zap Bomb Tower Barbarian Hut Baby Dragon
Barbarian Hut Zap Bomb Tower Baby Dragon Electro Wizard
Barbarian Hut Goblins Bomb Tower
Goblins Electro Wizard
Goblins Electro Wizard Zap Bomb Tower Baby Dragon
Zap Barbarian Hut Baby Dragon Electro Wizard
Bomb Tower Barbarian Hut Zap Electro Wizard
Bomb Tower Barbarian Hut Goblins Zap Baby Dragon Electro Wizard
Barbarian Hut Bomb Tower Electro Wizard
Bomb Tower Barbarian Hut Zap Electro Wizard
Bomb Tower Barbarian Hut Goblins Electro Wizard
Bomb Tower Goblins Zap Barbarian Hut Baby Dragon Electro Wizard
Zap Bomb Tower Baby Dragon Barbarian Hut Electro Wizard
Barbarian Hut Bomb Tower Electro Wizard
Goblins Bomb Tower Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Barbarian Hut Goblins Zap Electro Wizard
Electro Wizard Zap Bomb Tower Baby Dragon
Goblins Zap Bomb Tower Barbarian Hut Electro Wizard
Zap Barbarian Hut Electro Wizard
Barbarian Hut
Zap Bomb Tower Baby Dragon Electro Wizard
Goblins Bomb Tower Barbarian Hut Electro Wizard
Bomb Tower Barbarian Hut
Zap Electro Wizard Goblins Bomb Tower Barbarian Hut Baby Dragon
Barbarian Hut
Bomb Tower
Zap Electro Wizard
Bomb Tower Barbarian Hut
Bomb Tower Barbarian Hut Baby Dragon
Electro Wizard Goblins Zap Bomb Tower Barbarian Hut Baby Dragon
Zap Bomb Tower Barbarian Hut Baby Dragon 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.)

Barbarian Hut Baby Dragon
Zap Baby Dragon Electro Wizard
Barbarian Hut Baby Dragon
Barbarian Hut
Zap Baby Dragon
Zap Baby Dragon
Baby Dragon
Zap Barbarian Hut Baby Dragon
Zap
Goblins Electro Wizard
Zap Electro Wizard
Zap Baby Dragon
Barbarian Hut Baby Dragon
Baby Dragon
Zap Barbarian Hut Baby Dragon
Zap Barbarian Hut Baby Dragon
Barbarian Hut Baby Dragon
Zap Baby Dragon Electro Wizard
Zap Baby Dragon
Baby Dragon
Zap Barbarian Hut Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Electro Wizard
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Electro Wizard
Zap Electro Wizard
Zap
Zap Electro Wizard
Zap Electro Wizard Barbarian Hut
Zap Baby Dragon Electro Wizard
Baby Dragon Electro Wizard
Zap Baby Dragon
Zap
Zap Baby Dragon Electro Wizard
Zap Electro Wizard
Zap Baby Dragon Electro Wizard

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