My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

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!
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 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.

Battle Ram Zappies Bowler Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Hog Rider

Damage spells

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

Arrows Tornado

Punishments

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

Goblin Gang Battle Ram Hog Rider

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 Battle Ram Hog Rider

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.

Hog Rider 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 Battle Ram Hog Rider
Giant Snowball
Goblin Gang Battle Ram Hog Rider Zappies
Zap
Goblin Gang Battle Ram Zappies
Barbarian Barrel
Goblin Gang Battle Ram Zappies Electro Wizard
The Log
Goblin Gang Battle Ram Hog Rider Zappies
Earthquake
Goblin Gang Hog Rider Zappies
Arrows
Goblin Gang Zappies
Royal Delivery
Goblin Gang Battle Ram Hog Rider Zappies Bowler Electro Wizard
Fireball
Goblin Gang Battle Ram Hog Rider Zappies Bowler Electro Wizard
Poison
Goblin Gang Zappies Electro Wizard
Lightning
Battle Ram Bowler Electro Wizard
Rocket
Hog Rider Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Bowler

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 Battle Ram Tornado Bowler

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Gang Tornado Battle Ram Hog Rider Zappies Electro Wizard Bowler

Shortest cycle

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

13 Arrows Goblin Gang Tornado Battle Ram

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.

Arrows
Hog Rider Battle Ram Bowler
Goblin Gang
Hog Rider Battle Ram Bowler
Battle Ram
Arrows Goblin Gang Zappies Tornado Electro Wizard
Hog Rider
Arrows Goblin Gang Zappies Tornado Bowler Electro Wizard
Zappies
Battle Ram Hog Rider Bowler
Tornado
Battle Ram Hog Rider Bowler
Bowler
Arrows Goblin Gang Hog Rider Zappies Tornado Electro Wizard
Electro Wizard
Battle Ram Hog Rider Bowler

Defense Synergies 1 9

Arrows
Tornado Bowler
Goblin Gang
Zappies Electro Wizard
Battle Ram
Hog Rider
Zappies
Goblin Gang Tornado Bowler Electro Wizard
Tornado
Bowler Arrows Zappies Electro Wizard
Bowler
Tornado Arrows Zappies Electro Wizard
Electro Wizard
Goblin Gang Zappies Tornado Bowler

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.

Bowler Zappies Electro Wizard
Goblin Gang Zappies Electro Wizard
Goblin Gang Tornado Bowler Zappies Electro Wizard
Goblin Gang Zappies Bowler Electro Wizard
Arrows Tornado Bowler
Arrows Goblin Gang Tornado Bowler Zappies Electro Wizard
Tornado Electro Wizard Arrows Goblin Gang Zappies
Bowler Arrows Electro Wizard
Zappies Goblin Gang Tornado
Goblin Gang Tornado Zappies Bowler Electro Wizard
Goblin Gang Electro Wizard Arrows Zappies Tornado Bowler
Arrows Goblin Gang Zappies Tornado Electro Wizard
Bowler Goblin Gang Zappies Electro Wizard
Bowler Arrows Goblin Gang Zappies Tornado Electro Wizard
Goblin Gang Zappies Electro Wizard
Tornado Goblin Gang Zappies Bowler Electro Wizard
Arrows Goblin Gang Zappies Tornado Bowler Electro Wizard
Arrows Goblin Gang Zappies Tornado Bowler Electro Wizard
Arrows Tornado Zappies Bowler Electro Wizard
Zappies Tornado Electro Wizard
Goblin Gang Bowler Arrows Zappies Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zappies Bowler Electro Wizard
Electro Wizard Arrows Goblin Gang Bowler
Goblin Gang Zappies Bowler Electro Wizard
Goblin Gang Bowler Zappies Tornado Electro Wizard
Goblin Gang Zappies Bowler
Arrows Goblin Gang Zappies Tornado Electro Wizard
Goblin Gang Zappies Bowler Electro Wizard
Zappies
Electro Wizard Zappies Tornado
Goblin Gang Zappies
Zappies Bowler
Arrows Tornado Bowler Electro Wizard
Bowler Goblin Gang Zappies
Zappies Bowler
Goblin Gang Zappies Electro Wizard Tornado Bowler
Arrows Bowler 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.)

Arrows
Arrows Tornado Bowler Electro Wizard
Arrows
Arrows
Arrows Bowler
Arrows Tornado
Arrows Tornado Bowler
Arrows Tornado Bowler
Arrows Tornado
Goblin Gang Tornado Bowler Electro Wizard
Arrows Tornado Bowler Electro Wizard
Arrows Tornado
Bowler
Arrows
Arrows
Arrows Bowler
Arrows Bowler
Arrows Tornado
Arrows Bowler Electro Wizard
Arrows Tornado Bowler
Bowler
Arrows Tornado
Tornado Bowler
Arrows
Arrows Tornado Bowler
Arrows Tornado Bowler Electro Wizard
Arrows Tornado Bowler
Arrows Tornado
Arrows Tornado Electro Wizard
Electro Wizard Zappies
Bowler
Arrows
Arrows Zappies Electro Wizard
Arrows Bowler
Electro Wizard Goblin Gang Zappies
Arrows Zappies Tornado Electro Wizard
Arrows
Goblin Gang Bowler Electro Wizard
Arrows Bowler
Arrows Tornado
Goblin Gang Zappies Tornado Bowler Electro Wizard
Zappies Tornado Electro Wizard
Tornado Bowler Electro Wizard

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