My Best Clash Royale Deck

Deck Check Rating

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

2 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!

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.

Royal Giant Wizard Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Tornado The Log

Punishments

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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado 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.

Tornado Inferno Dragon

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.

Royal Giant

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 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.

The Log Goblin Gang Tornado Hog Rider Electro Wizard Inferno Dragon Wizard Royal Giant

Shortest cycle

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

12 The Log Goblin Gang Tornado Hog Rider

Attack Synergies 3 10

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
Hog Rider Royal Giant
Royal Giant
Goblin Gang Hog Rider Wizard Tornado The Log Electro Wizard
Hog Rider
Goblin Gang The Log Royal Giant Wizard Tornado Electro Wizard
Wizard
Tornado Royal Giant Hog Rider
Tornado
Wizard Royal Giant Hog Rider The Log
The Log
Hog Rider Royal Giant Tornado
Electro Wizard
Royal Giant Hog Rider
Inferno Dragon

Defense Synergies 1 11

Goblin Gang
The Log Electro Wizard Inferno Dragon
Royal Giant
Hog Rider
Wizard
Tornado The Log Electro Wizard
Tornado
Wizard The Log Electro Wizard Inferno Dragon
The Log
Goblin Gang Wizard Tornado Electro Wizard Inferno Dragon
Electro Wizard
Goblin Gang Wizard Tornado The Log Inferno Dragon
Inferno Dragon
Goblin Gang Tornado The Log Electro Wizard

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 The Log Electro Wizard
Inferno Dragon Goblin Gang The Log Electro Wizard
Goblin Gang Tornado Electro Wizard Inferno Dragon
Inferno Dragon Goblin Gang Electro Wizard
Tornado The Log
Goblin Gang Tornado The Log Electro Wizard
Tornado Electro Wizard Inferno Dragon Goblin Gang Wizard
The Log Electro Wizard
Inferno Dragon Goblin Gang Tornado
Goblin Gang Tornado Electro Wizard
Goblin Gang Electro Wizard Wizard Tornado The Log
Inferno Dragon Goblin Gang Wizard Tornado Electro Wizard
Goblin Gang Wizard The Log Electro Wizard
Wizard Goblin Gang Tornado The Log Electro Wizard
Inferno Dragon Goblin Gang Electro Wizard
Tornado Goblin Gang The Log Electro Wizard Inferno Dragon
Wizard Goblin Gang Tornado Electro Wizard
Goblin Gang Wizard Tornado The Log Electro Wizard
Wizard Tornado The Log Electro Wizard Inferno Dragon
Tornado Electro Wizard Inferno Dragon
Goblin Gang Wizard The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Electro Wizard
Electro Wizard Goblin Gang Wizard The Log Inferno Dragon
Goblin Gang The Log Electro Wizard
Goblin Gang Tornado The Log Electro Wizard
Goblin Gang Inferno Dragon
Wizard Goblin Gang Tornado Electro Wizard
Goblin Gang Electro Wizard
Inferno Dragon
Electro Wizard Tornado The Log Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon
Tornado The Log Electro Wizard
Goblin Gang Wizard
Wizard
Goblin Gang Electro Wizard Tornado The Log Inferno Dragon
Wizard The Log 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.)

The Log
Tornado The Log Electro Wizard
The Log
The Log
Wizard The Log
Wizard Tornado
Wizard Tornado The Log
The Log Wizard Tornado
The Log Wizard Tornado
Goblin Gang Tornado Electro Wizard
Wizard Tornado The Log Electro Wizard
Wizard Tornado
The Log
The Log
Wizard The Log
Wizard The Log
Tornado
Wizard The Log Electro Wizard
Wizard Tornado The Log
The Log
Wizard Tornado
Tornado The Log
The Log
Tornado The Log Wizard
Inferno Dragon
The Log Wizard Tornado Electro Wizard
Wizard Tornado The Log
Tornado The Log
Wizard Tornado Electro Wizard
Electro Wizard Wizard
Wizard The Log
Electro Wizard
Wizard The Log
Electro Wizard Goblin Gang
Wizard Tornado Electro Wizard
The Log
Goblin Gang Wizard Electro Wizard
The Log Wizard
Tornado
Goblin Gang Tornado The Log Electro Wizard
Tornado Electro Wizard
Tornado The Log Electro Wizard

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