My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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.

Three Musketeers Goblin Giant 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 Three Musketeers Cannon Cart Goblin Giant Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Three Musketeers Goblin Giant

Damage spells

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

Rage The Log

Punishments

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

Battle Ram Cannon Cart Goblin Giant

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 Battle Ram Cannon Cart Goblin Giant

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
Battle Ram Three Musketeers Cannon Cart
Giant Snowball
Goblins Battle Ram Three Musketeers
Zap
Goblins Battle Ram Three Musketeers Cannon Cart Goblin Giant
Barbarian Barrel
Goblins Battle Ram Three Musketeers Cannon Cart Electro Wizard
The Log
Goblins Battle Ram Three Musketeers Cannon Cart
Earthquake
Arrows
Goblins
Royal Delivery
Goblins Battle Ram Three Musketeers Cannon Cart Electro Wizard
Fireball
Battle Ram Three Musketeers Cannon Cart Electro Wizard
Poison
Three Musketeers Electro Wizard
Lightning
Battle Ram Three Musketeers Cannon Cart Electro Wizard
Rocket
Three Musketeers Cannon Cart

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

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.

Battle Ram Rage

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 Three Musketeers 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.

Goblins Rage The Log Battle Ram Electro Wizard Cannon Cart Goblin Giant Three Musketeers

Shortest cycle

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

10 Goblins Rage The Log Battle Ram

Attack Synergies 2 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.

Goblins
Battle Ram
Battle Ram
The Log Goblins Three Musketeers Electro Wizard
Three Musketeers
Battle Ram Rage The Log
Rage
Three Musketeers Cannon Cart Goblin Giant Electro Wizard
Cannon Cart
The Log Rage Electro Wizard
Goblin Giant
Rage The Log Electro Wizard
The Log
Battle Ram Cannon Cart Three Musketeers Goblin Giant
Electro Wizard
Battle Ram Rage Cannon Cart Goblin Giant

Defense Synergies 0 8

Goblins
Cannon Cart The Log Electro Wizard
Battle Ram
Three Musketeers
The Log
Rage
Cannon Cart
Goblins Electro Wizard
Goblin Giant
The Log Electro Wizard
The Log
Goblins Three Musketeers Goblin Giant Electro Wizard
Electro Wizard
Goblins Cannon Cart Goblin Giant 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 Goblin Giant The Log Electro Wizard
Goblins Three Musketeers Cannon Cart The Log Electro Wizard
Three Musketeers Goblins Cannon Cart Electro Wizard
Three Musketeers Goblins Cannon Cart Electro Wizard
The Log
The Log Goblins Cannon Cart Electro Wizard
Three Musketeers Electro Wizard
Cannon Cart Goblin Giant The Log Electro Wizard
Three Musketeers Goblins
Goblins Cannon Cart Electro Wizard
Goblins Electro Wizard Cannon Cart Goblin Giant The Log
Three Musketeers Electro Wizard
Three Musketeers Cannon Cart The Log Electro Wizard
Three Musketeers Goblins Cannon Cart The Log Electro Wizard
Three Musketeers Cannon Cart Electro Wizard
Three Musketeers The Log Electro Wizard
Three Musketeers Goblins Cannon Cart Electro Wizard
Goblins Three Musketeers Cannon Cart The Log Electro Wizard
The Log Cannon Cart Electro Wizard
Three Musketeers Cannon Cart Electro Wizard
Goblins Cannon Cart Goblin Giant The Log Electro Wizard

Counters to secondary win conditions

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

Goblins Cannon Cart Electro Wizard
Electro Wizard Cannon Cart The Log
Goblins Cannon Cart Goblin Giant The Log Electro Wizard
Cannon Cart Goblin Giant The Log Electro Wizard
Three Musketeers Cannon Cart Goblin Giant
Three Musketeers Goblin Giant Electro Wizard
Goblins Cannon Cart Goblin Giant Electro Wizard
Cannon Cart Goblin Giant
Electro Wizard Goblins Cannon Cart The Log
Three Musketeers Goblin Giant
Cannon Cart
Goblin Giant The Log Electro Wizard
Cannon Cart Three Musketeers Goblin Giant
Three Musketeers Cannon Cart
Electro Wizard Goblins Three Musketeers Cannon Cart Goblin Giant The Log
Cannon Cart The Log 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.)

The Log
The Log Electro Wizard
Cannon Cart Goblin Giant The Log
Cannon Cart The Log
The Log
Goblin Giant
The Log
The Log
The Log
Goblins Three Musketeers Electro Wizard
Cannon Cart The Log Electro Wizard
Three Musketeers Cannon Cart The Log
Cannon Cart
Cannon Cart The Log
Three Musketeers Cannon Cart The Log
Three Musketeers Cannon Cart The Log
Three Musketeers
Three Musketeers The Log Electro Wizard
The Log
The Log
The Log
Cannon Cart The Log
The Log
The Log Electro Wizard
The Log
The Log
Electro Wizard
Electro Wizard
The Log
Electro Wizard
The Log
Electro Wizard Cannon Cart
Three Musketeers Electro Wizard
The Log
Three Musketeers Cannon Cart Electro Wizard
The Log
Three Musketeers Cannon Cart
The Log Electro Wizard
Electro Wizard
Cannon Cart Goblin Giant The Log Electro Wizard

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