My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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!

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

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 Electro Wizard Lumberjack

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 Rage

Punishments

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

Goblin Gang Elite Barbarians Hog Rider Lumberjack

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 Elite Barbarians Hog Rider Lumberjack

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.

Elite Barbarians Hog Rider Electro Wizard Lumberjack

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

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

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

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.

Elite Barbarians

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Goblin Gang Hog Rider Electro Wizard Lumberjack Wizard Elite Barbarians

Shortest cycle

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

11 Zap Rage Goblin Gang Hog Rider

Attack Synergies 6 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.

Zap
Elite Barbarians Hog Rider Electro Wizard Lumberjack
Goblin Gang
Hog Rider
Elite Barbarians
Zap Rage Hog Rider Wizard Lumberjack
Hog Rider
Zap Goblin Gang Rage Elite Barbarians Wizard Electro Wizard Lumberjack
Wizard
Elite Barbarians Hog Rider Rage Lumberjack
Rage
Elite Barbarians Hog Rider Wizard Electro Wizard
Electro Wizard
Zap Hog Rider Rage Lumberjack
Lumberjack
Zap Elite Barbarians Hog Rider Wizard Electro Wizard

Defense Synergies 1 9

Zap
Electro Wizard Goblin Gang Elite Barbarians Lumberjack
Goblin Gang
Zap Electro Wizard Lumberjack
Elite Barbarians
Zap Wizard
Hog Rider
Wizard
Elite Barbarians Electro Wizard Lumberjack
Rage
Electro Wizard
Zap Goblin Gang Wizard Lumberjack
Lumberjack
Zap Goblin Gang Wizard 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.

Zap Wizard Electro Wizard
Elite Barbarians Lumberjack Zap Goblin Gang Electro Wizard
Goblin Gang Lumberjack Elite Barbarians Electro Wizard
Elite Barbarians Lumberjack Goblin Gang Electro Wizard
Elite Barbarians Lumberjack
Goblin Gang Zap Electro Wizard Lumberjack
Electro Wizard Zap Goblin Gang Wizard
Zap Electro Wizard
Goblin Gang Elite Barbarians Lumberjack
Goblin Gang Elite Barbarians Electro Wizard Lumberjack
Goblin Gang Electro Wizard Zap Wizard Lumberjack
Zap Goblin Gang Wizard Electro Wizard
Lumberjack Zap Goblin Gang Elite Barbarians Wizard Electro Wizard
Wizard Zap Goblin Gang Electro Wizard Lumberjack
Elite Barbarians Goblin Gang Electro Wizard Lumberjack
Zap Goblin Gang Elite Barbarians Electro Wizard Lumberjack
Wizard Goblin Gang Elite Barbarians Electro Wizard Lumberjack
Zap Goblin Gang Elite Barbarians Wizard Electro Wizard Lumberjack
Zap Wizard Electro Wizard Lumberjack
Elite Barbarians Electro Wizard Lumberjack
Goblin Gang Wizard Elite Barbarians Electro Wizard Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Zap Elite Barbarians Electro Wizard
Electro Wizard Zap Goblin Gang Elite Barbarians Wizard Lumberjack
Goblin Gang Lumberjack Zap Elite Barbarians Electro Wizard
Goblin Gang Lumberjack Zap Elite Barbarians Electro Wizard
Goblin Gang Elite Barbarians Lumberjack
Wizard Zap Goblin Gang Electro Wizard
Goblin Gang Elite Barbarians Electro Wizard Lumberjack
Elite Barbarians Lumberjack
Zap Electro Wizard Elite Barbarians
Goblin Gang
Elite Barbarians Lumberjack
Zap Elite Barbarians Electro Wizard
Elite Barbarians Goblin Gang Wizard Lumberjack
Wizard
Goblin Gang Elite Barbarians Electro Wizard Zap Lumberjack
Zap Elite Barbarians Wizard 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.)

Zap Electro Wizard
Wizard Zap
Wizard Zap
Wizard
Zap Wizard
Zap Wizard
Goblin Gang Elite Barbarians Electro Wizard Lumberjack
Zap Wizard Electro Wizard
Zap Wizard
Elite Barbarians
Zap Elite Barbarians
Zap Wizard
Wizard
Zap Wizard Electro Wizard
Zap Wizard
Wizard
Zap
Zap Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Elite Barbarians Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Elite Barbarians
Zap Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Goblin Gang
Zap Wizard Electro Wizard
Goblin Gang Wizard Electro Wizard Lumberjack
Zap Wizard
Zap
Elite Barbarians
Zap Goblin Gang Elite Barbarians Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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