My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Goblin Gang Wizard Electro Wizard Inferno Dragon

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 Bowler Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Gang Goblin Barrel Mega Knight

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 Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Bowler Mega Knight

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.

Bowler Inferno Dragon Mega Knight

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.

Goblin Gang Wizard 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.

Zap Goblin Gang Goblin Barrel Electro Wizard Inferno Dragon Wizard Bowler Mega Knight

Shortest cycle

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

12 Zap Goblin Gang Goblin Barrel Electro Wizard

Attack Synergies 3 8

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.

Zap
Electro Wizard Bowler Mega Knight
Goblin Gang
Goblin Barrel Bowler
Wizard
Mega Knight
Goblin Barrel
Goblin Gang Bowler Mega Knight
Bowler
Zap Goblin Gang Goblin Barrel Electro Wizard
Electro Wizard
Zap Bowler Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Zap Wizard Goblin Barrel Electro Wizard

Defense Synergies 2 11

Zap
Electro Wizard Mega Knight Goblin Gang Bowler Inferno Dragon
Goblin Gang
Zap Electro Wizard Inferno Dragon
Wizard
Electro Wizard Mega Knight
Goblin Barrel
Bowler
Zap Electro Wizard
Electro Wizard
Zap Goblin Gang Wizard Bowler Inferno Dragon Mega Knight
Inferno Dragon
Zap Goblin Gang Electro Wizard Mega Knight
Mega Knight
Zap Wizard Electro Wizard Inferno Dragon

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 Zap Wizard Electro Wizard
Inferno Dragon Zap Goblin Gang Electro Wizard Mega Knight
Goblin Gang Bowler Mega Knight Electro Wizard Inferno Dragon
Inferno Dragon Goblin Gang Bowler Electro Wizard Mega Knight
Bowler Mega Knight
Goblin Gang Bowler Zap Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Zap Goblin Gang Wizard
Bowler Zap Electro Wizard Mega Knight
Inferno Dragon Goblin Gang
Goblin Gang Bowler Electro Wizard Mega Knight
Goblin Gang Electro Wizard Zap Wizard Bowler Mega Knight
Inferno Dragon Zap Goblin Gang Wizard Electro Wizard
Bowler Mega Knight Zap Goblin Gang Wizard Electro Wizard
Wizard Bowler Mega Knight Zap Goblin Gang Electro Wizard
Inferno Dragon Goblin Gang Electro Wizard Mega Knight
Zap Goblin Gang Bowler Electro Wizard Inferno Dragon Mega Knight
Wizard Mega Knight Goblin Gang Bowler Electro Wizard
Mega Knight Zap Goblin Gang Wizard Bowler Electro Wizard
Zap Wizard Bowler Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Goblin Gang Wizard Bowler Mega Knight Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Bowler Electro Wizard
Electro Wizard Zap Goblin Gang Wizard Bowler Inferno Dragon Mega Knight
Goblin Gang Mega Knight Zap Bowler Electro Wizard
Goblin Gang Bowler Mega Knight Zap Electro Wizard
Goblin Gang Bowler Inferno Dragon Mega Knight
Wizard Zap Goblin Gang Electro Wizard
Goblin Gang Bowler Electro Wizard
Mega Knight Inferno Dragon
Zap Electro Wizard Mega Knight Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Mega Knight Bowler
Mega Knight Zap Bowler Electro Wizard
Bowler Mega Knight Goblin Gang Wizard
Wizard Bowler Mega Knight
Goblin Gang Electro Wizard Zap Bowler Inferno Dragon
Bowler Mega Knight Zap Wizard Electro Wizard Inferno Dragon

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.)

Zap Bowler Electro Wizard
Wizard Zap Bowler Mega Knight
Wizard Zap
Wizard Bowler
Zap Wizard Bowler
Zap Wizard
Goblin Gang Bowler Electro Wizard
Zap Wizard Bowler Electro Wizard
Zap Wizard
Bowler
Zap
Zap Wizard Bowler
Wizard Bowler Mega Knight
Zap Wizard Bowler Electro Wizard Mega Knight
Zap Wizard Bowler Mega Knight
Bowler Mega Knight
Wizard
Bowler
Zap
Zap Wizard Bowler Mega Knight
Inferno Dragon
Zap Wizard Bowler Electro Wizard
Zap Wizard Bowler Mega Knight
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Bowler
Zap Wizard Mega Knight
Zap Electro Wizard
Mega Knight
Wizard Bowler
Zap Electro Wizard Goblin Gang
Zap Wizard Electro Wizard
Goblin Gang Wizard Bowler Electro Wizard Mega Knight
Zap Wizard Bowler
Zap
Mega Knight
Zap Goblin Gang Bowler Electro Wizard
Zap Electro Wizard
Zap Bowler Electro Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: