My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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 Wizard Witch 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.

Wizard Witch Balloon Electro Wizard Sparky

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.

Rage Tornado

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado 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.

Rage Tornado Sparky

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 Wizard Witch 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.

Rage Goblin Gang Tornado Electro Wizard Wizard Witch Balloon Sparky

Shortest cycle

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

12 Rage Goblin Gang Tornado Electro Wizard

Attack Synergies 5 11

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.

Goblin Gang
Balloon Sparky
Wizard
Tornado Rage Balloon Sparky
Rage
Witch Balloon Sparky Wizard Electro Wizard
Tornado
Wizard Sparky Witch Balloon
Witch
Rage Tornado
Balloon
Rage Goblin Gang Wizard Tornado Electro Wizard Sparky
Electro Wizard
Rage Balloon Sparky
Sparky
Rage Tornado Goblin Gang Wizard Balloon Electro Wizard

Defense Synergies 2 7

Goblin Gang
Electro Wizard Sparky
Wizard
Tornado Electro Wizard
Rage
Tornado
Wizard Sparky Witch Electro Wizard Sparky
Witch
Tornado Electro Wizard
Balloon
Electro Wizard
Goblin Gang Wizard Tornado Witch
Sparky
Tornado Goblin Gang Tornado

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.

Wizard Electro Wizard Sparky
Sparky Goblin Gang Witch Electro Wizard
Goblin Gang Tornado Witch Sparky Electro Wizard
Witch Sparky Goblin Gang Electro Wizard
Tornado Sparky
Goblin Gang Tornado Electro Wizard
Tornado Electro Wizard Goblin Gang Wizard Witch
Electro Wizard Sparky
Witch Sparky Goblin Gang Tornado
Goblin Gang Tornado Electro Wizard Sparky
Goblin Gang Witch Electro Wizard Wizard Tornado
Goblin Gang Wizard Tornado Witch Electro Wizard
Sparky Goblin Gang Wizard Witch Electro Wizard
Wizard Sparky Goblin Gang Tornado Witch Electro Wizard
Sparky Goblin Gang Electro Wizard
Tornado Goblin Gang Electro Wizard Sparky
Wizard Sparky Goblin Gang Tornado Witch Electro Wizard
Goblin Gang Wizard Tornado Witch Electro Wizard
Wizard Tornado Witch Electro Wizard
Sparky Tornado Electro Wizard
Goblin Gang Wizard Witch Electro Wizard Sparky

Counters to secondary win conditions

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

Goblin Gang Witch Electro Wizard Sparky
Electro Wizard Goblin Gang Wizard
Goblin Gang Witch Electro Wizard Sparky
Goblin Gang Tornado Electro Wizard Sparky
Goblin Gang Witch Sparky
Wizard Goblin Gang Tornado Witch Electro Wizard
Goblin Gang Sparky Witch Electro Wizard
Sparky
Electro Wizard Tornado Witch Sparky
Witch Goblin Gang Sparky
Witch Sparky
Tornado Electro Wizard
Goblin Gang Wizard Witch Sparky
Wizard Witch Sparky
Goblin Gang Witch Electro Wizard Sparky Tornado
Wizard Witch 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.)

Sparky
Tornado Electro Wizard
Sparky
Sparky
Wizard Sparky
Wizard Tornado Witch
Wizard Tornado Witch Sparky
Wizard Tornado
Wizard Tornado
Goblin Gang Tornado Electro Wizard Sparky
Wizard Tornado Electro Wizard Sparky
Wizard Tornado
Sparky
Sparky
Wizard Witch Sparky
Wizard Sparky
Tornado Sparky
Sparky
Wizard Electro Wizard Sparky
Wizard Tornado Witch
Sparky
Wizard Tornado
Tornado Sparky
Tornado Wizard Witch Sparky
Witch
Wizard Tornado Witch Electro Wizard Sparky
Wizard Tornado Witch Sparky
Tornado Sparky
Wizard Tornado Witch Electro Wizard Sparky
Electro Wizard Wizard Witch
Sparky
Wizard Sparky
Electro Wizard Sparky
Sparky
Wizard Sparky
Electro Wizard Goblin Gang Witch
Wizard Tornado Witch Electro Wizard
Goblin Gang Wizard Electro Wizard Sparky
Wizard
Tornado Sparky
Sparky
Goblin Gang Tornado Witch Electro Wizard Sparky
Tornado Witch Electro Wizard
Tornado Witch Electro Wizard Sparky

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