My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!
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.

Minions Goblin Gang 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.

Giant Cannon Cart Electro Wizard Sparky

Offensive cards

Win conditions

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

Giant Goblin Barrel

Damage spells

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

The Log

Punishments

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

Goblin Gang Giant Goblin Barrel Cannon Cart

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblin Gang Giant Cannon Cart

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.

Goblin Barrel 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
Minions Goblin Gang Giant Goblin Barrel Cannon Cart Sparky
Giant Snowball
Minions Goblin Gang Goblin Barrel
Zap
Minions Goblin Gang Goblin Barrel Cannon Cart Sparky
Barbarian Barrel
Goblin Gang Goblin Barrel Cannon Cart Electro Wizard Sparky
The Log
Goblin Gang Goblin Barrel Cannon Cart Sparky
Earthquake
Goblin Gang Goblin Barrel
Arrows
Minions Goblin Gang Goblin Barrel
Royal Delivery
Minions Goblin Gang Goblin Barrel Cannon Cart Electro Wizard Sparky
Fireball
Minions Goblin Gang Goblin Barrel Cannon Cart Electro Wizard Sparky
Poison
Minions Goblin Gang Electro Wizard Sparky
Lightning
Cannon Cart Electro Wizard Sparky
Rocket
Cannon Cart Sparky

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log Sparky

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.

Sparky

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.

Goblin Barrel

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.

Minions Goblin Gang Goblin Barrel 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.

The Log Minions Goblin Gang Goblin Barrel Electro Wizard Giant Cannon Cart Sparky

Shortest cycle

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

11 The Log Minions Goblin Gang Goblin Barrel

Attack Synergies 5 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.

Minions
Giant Cannon Cart Sparky
Goblin Gang
Goblin Barrel Giant Cannon Cart Sparky
Giant
Minions Goblin Barrel Sparky Goblin Gang Cannon Cart The Log Electro Wizard
Goblin Barrel
Goblin Gang Giant Cannon Cart Sparky
Cannon Cart
The Log Minions Goblin Gang Giant Goblin Barrel Electro Wizard
The Log
Cannon Cart Giant Sparky
Electro Wizard
Giant Cannon Cart Sparky
Sparky
Giant Minions Goblin Gang Goblin Barrel The Log Electro Wizard

Defense Synergies 0 10

Minions
Cannon Cart The Log Electro Wizard
Goblin Gang
Cannon Cart The Log Electro Wizard Sparky
Giant
Goblin Barrel
Cannon Cart
Minions Goblin Gang Electro Wizard
The Log
Minions Goblin Gang Electro Wizard Sparky
Electro Wizard
Minions Goblin Gang Cannon Cart The Log
Sparky
Goblin Gang 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.

Cannon Cart Minions The Log Electro Wizard Sparky
Sparky Minions Goblin Gang Cannon Cart The Log Electro Wizard
Goblin Gang Sparky Minions Cannon Cart Electro Wizard
Sparky Minions Goblin Gang Cannon Cart Electro Wizard
The Log Sparky
Goblin Gang The Log Minions Cannon Cart Electro Wizard
Minions Electro Wizard Goblin Gang
Cannon Cart The Log Electro Wizard Sparky
Sparky Minions Goblin Gang
Goblin Gang Cannon Cart Electro Wizard Sparky
Minions Goblin Gang Electro Wizard Cannon Cart The Log
Minions Goblin Gang Electro Wizard
Sparky Minions Goblin Gang Cannon Cart The Log Electro Wizard
Sparky Minions Goblin Gang Cannon Cart The Log Electro Wizard
Sparky Goblin Gang Cannon Cart Electro Wizard
Goblin Gang The Log Electro Wizard Sparky
Sparky Minions Goblin Gang Cannon Cart Electro Wizard
Minions Goblin Gang Cannon Cart The Log Electro Wizard
The Log Minions Cannon Cart Electro Wizard
Sparky Cannon Cart Electro Wizard
Goblin Gang Minions Cannon Cart The Log Electro Wizard Sparky

Counters to secondary win conditions

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

Goblin Gang Cannon Cart Electro Wizard Sparky
Electro Wizard Goblin Gang Cannon Cart The Log
Goblin Gang Minions Cannon Cart The Log Electro Wizard Sparky
Goblin Gang Cannon Cart The Log Electro Wizard Sparky
Goblin Gang Cannon Cart Sparky
Minions Goblin Gang Electro Wizard
Goblin Gang Sparky Minions Cannon Cart Electro Wizard
Cannon Cart Sparky
Electro Wizard Minions Cannon Cart The Log Sparky
Goblin Gang Sparky
Minions Cannon Cart Sparky
The Log Electro Wizard
Cannon Cart Goblin Gang Sparky
Cannon Cart Sparky
Goblin Gang Electro Wizard Sparky Minions Cannon Cart The Log
Minions Cannon Cart The Log Electro Wizard Sparky

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.)

The Log Sparky
The Log Electro Wizard
Cannon Cart The Log Sparky
Cannon Cart The Log Sparky
The Log Sparky
Minions
The Log Sparky
The Log
The Log
Minions Goblin Gang Electro Wizard Sparky
Cannon Cart The Log Electro Wizard Sparky
Cannon Cart The Log Sparky
Minions Cannon Cart
Cannon Cart The Log Sparky
Cannon Cart The Log Sparky
Cannon Cart The Log Sparky
Sparky
Minions Sparky
The Log Electro Wizard Sparky
The Log
Minions The Log Sparky
The Log Sparky
Cannon Cart The Log
The Log Sparky
The Log Electro Wizard Sparky
The Log Sparky
The Log Sparky
Electro Wizard Sparky
Electro Wizard Minions
Sparky
The Log Sparky
Electro Wizard Sparky
Sparky
The Log Sparky
Electro Wizard Minions Goblin Gang Cannon Cart
Electro Wizard
The Log
Goblin Gang Cannon Cart Electro Wizard Sparky
The Log
Sparky
Cannon Cart Sparky
Minions Goblin Gang The Log Electro Wizard Sparky
Electro Wizard
Cannon Cart The Log Electro Wizard Sparky

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