My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Spear Goblins Mega Minion Goblin Hut Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Spear Goblins Knight Mega Minion Goblin Hut Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

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.

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.

Goblins Spear Goblins Knight 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
Spear Goblins Hog Rider
Giant Snowball
Goblins Spear Goblins Mega Minion Hog Rider Goblin Hut
Zap
Goblins Spear Goblins Goblin Hut
Barbarian Barrel
Goblins Spear Goblins Knight Goblin Hut Electro Wizard
The Log
Goblins Spear Goblins Hog Rider Goblin Hut
Earthquake
Spear Goblins Hog Rider Goblin Hut
Arrows
Goblins Spear Goblins Goblin Hut
Royal Delivery
Goblins Spear Goblins Knight Mega Minion Hog Rider Goblin Hut Electro Wizard
Fireball
Mega Minion Hog Rider Goblin Hut Electro Wizard
Poison
Spear Goblins Mega Minion Goblin Hut Electro Wizard
Lightning
Knight Mega Minion Goblin Hut Electro Wizard
Rocket
Hog Rider Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Spear Goblins Knight Mega Minion

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Goblins Spear Goblins Zap Knight Mega Minion Hog Rider Electro Wizard Goblin Hut

Shortest cycle

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

9 Goblins Spear Goblins Zap Knight

Attack Synergies 8 9

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
Hog Rider Zap
Spear Goblins
Knight Hog Rider Zap Goblin Hut
Zap
Mega Minion Hog Rider Electro Wizard Goblins Spear Goblins Knight Goblin Hut
Knight
Spear Goblins Mega Minion Hog Rider Zap Goblin Hut Electro Wizard
Mega Minion
Zap Knight
Hog Rider
Goblins Spear Goblins Zap Knight Goblin Hut Electro Wizard
Goblin Hut
Spear Goblins Zap Knight Hog Rider
Electro Wizard
Zap Knight Hog Rider

Defense Synergies 5 14

Goblins
Zap Knight Mega Minion Electro Wizard
Spear Goblins
Knight Zap Mega Minion Goblin Hut Electro Wizard
Zap
Mega Minion Electro Wizard Goblins Spear Goblins Knight Goblin Hut
Knight
Spear Goblins Mega Minion Electro Wizard Goblins Zap Goblin Hut
Mega Minion
Zap Knight Goblins Spear Goblins Goblin Hut Electro Wizard
Hog Rider
Goblin Hut
Spear Goblins Zap Knight Mega Minion Electro Wizard
Electro Wizard
Zap Knight Goblins Spear Goblins Mega Minion Goblin Hut

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.

Spear Goblins Zap Knight Mega Minion Goblin Hut Electro Wizard
Goblins Zap Knight Mega Minion Goblin Hut Electro Wizard
Goblin Hut Goblins Knight Mega Minion Electro Wizard
Goblin Hut Goblins Knight Mega Minion Electro Wizard
Goblins Spear Goblins Zap Mega Minion Electro Wizard
Mega Minion Electro Wizard Spear Goblins Zap Goblin Hut
Zap Electro Wizard
Goblins Goblin Hut
Knight Goblins Spear Goblins Electro Wizard
Goblins Electro Wizard Spear Goblins Zap Knight Mega Minion Goblin Hut
Mega Minion Spear Goblins Zap Goblin Hut Electro Wizard
Goblin Hut Zap Knight Electro Wizard
Goblins Zap Mega Minion Goblin Hut Electro Wizard
Knight Goblin Hut Electro Wizard
Zap Goblin Hut Electro Wizard
Goblins Knight Goblin Hut Electro Wizard
Goblins Spear Goblins Zap Knight Mega Minion Goblin Hut Electro Wizard
Zap Spear Goblins Knight Mega Minion Goblin Hut Electro Wizard
Goblin Hut Electro Wizard
Goblins Spear Goblins Knight Electro Wizard

Counters to secondary win conditions

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

Knight Goblins Spear Goblins Zap Goblin Hut Electro Wizard
Electro Wizard Zap Knight Mega Minion
Goblins Spear Goblins Zap Knight Goblin Hut Electro Wizard
Zap Knight Electro Wizard
Knight Goblin Hut
Zap Goblin Hut Electro Wizard
Goblins Spear Goblins Knight Mega Minion Goblin Hut Electro Wizard
Knight
Zap Electro Wizard Goblins Spear Goblins Knight Mega Minion Goblin Hut
Mega Minion Goblin Hut
Knight Mega Minion Goblin Hut
Zap Electro Wizard
Knight
Goblin Hut Electro Wizard Goblins Spear Goblins Zap Knight Mega Minion
Zap Mega Minion Goblin Hut 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.)

Knight
Zap Electro Wizard
Goblin Hut
Knight
Zap
Spear Goblins Zap Mega Minion
Zap
Zap
Goblins Electro Wizard
Zap Knight Electro Wizard
Zap
Knight Goblin Hut
Zap Goblin Hut
Spear Goblins Zap Goblin Hut
Goblin Hut
Zap Mega Minion Electro Wizard
Zap
Zap
Zap
Mega Minion
Zap Electro Wizard
Zap
Zap
Zap Electro Wizard
Zap Electro Wizard Mega Minion Goblin Hut
Mega Minion
Zap
Zap Electro Wizard
Zap Electro Wizard Spear Goblins Goblin Hut
Zap Mega Minion Electro Wizard
Knight Mega Minion Electro Wizard
Zap
Zap
Mega Minion
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: