My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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 high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Goblin Gang Baby Dragon 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 Baby Dragon P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Lightning The Log

Punishments

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

Goblin Gang Battle Ram

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Battle Ram Baby Dragon P.E.K.K.A

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
Goblin Gang Battle Ram
Giant Snowball
Goblin Gang Battle Ram Baby Dragon
Zap
Goblin Gang Battle Ram
Barbarian Barrel
Goblin Gang Battle Ram Electro Wizard
The Log
Goblin Gang Battle Ram
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Battle Ram Baby Dragon P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Battle Ram Baby Dragon Electro Wizard
Poison
Goblin Gang Electro Wizard
Lightning
Battle Ram Baby Dragon Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon 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 Baby Dragon P.E.K.K.A

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Goblin Gang Battle Ram Baby Dragon Electro Wizard Lightning P.E.K.K.A

Shortest cycle

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

11 Zap The Log Goblin Gang Battle Ram

Attack Synergies 5 13

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
Battle Ram P.E.K.K.A Electro Wizard Baby Dragon The Log
Goblin Gang
Battle Ram Baby Dragon P.E.K.K.A
Battle Ram
Zap The Log Goblin Gang Baby Dragon Lightning P.E.K.K.A Electro Wizard
Baby Dragon
Zap Goblin Gang Battle Ram Lightning P.E.K.K.A Electro Wizard
Lightning
Battle Ram Baby Dragon
P.E.K.K.A
Zap Electro Wizard Goblin Gang Battle Ram Baby Dragon The Log
The Log
Battle Ram Zap P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Battle Ram Baby Dragon

Defense Synergies 2 12

Zap
Electro Wizard Goblin Gang Baby Dragon P.E.K.K.A The Log
Goblin Gang
Zap P.E.K.K.A The Log Electro Wizard
Battle Ram
Baby Dragon
Zap P.E.K.K.A The Log
Lightning
The Log
P.E.K.K.A
The Log Zap Goblin Gang Baby Dragon Electro Wizard
The Log
P.E.K.K.A Zap Goblin Gang Baby Dragon Lightning Electro Wizard
Electro Wizard
Zap Goblin Gang P.E.K.K.A 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.

Lightning Zap Baby Dragon The Log Electro Wizard
P.E.K.K.A Zap Goblin Gang The Log Electro Wizard
Goblin Gang P.E.K.K.A Lightning Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Lightning P.E.K.K.A The Log
Goblin Gang The Log Zap Baby Dragon Electro Wizard
Lightning Electro Wizard Zap Goblin Gang Baby Dragon
Lightning Zap Baby Dragon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang
Goblin Gang Electro Wizard
Goblin Gang Electro Wizard Zap Baby Dragon The Log
Zap Goblin Gang Baby Dragon Electro Wizard
P.E.K.K.A Zap Goblin Gang Lightning The Log Electro Wizard
Zap Goblin Gang Baby Dragon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang Lightning P.E.K.K.A The Log Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
Zap Goblin Gang Baby Dragon The Log Electro Wizard
Zap Baby Dragon The Log Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Baby Dragon P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Goblin Gang Baby Dragon Lightning The Log
Goblin Gang P.E.K.K.A Zap Lightning The Log Electro Wizard
Goblin Gang Lightning P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Goblin Gang
Zap Goblin Gang Baby Dragon Electro Wizard
Goblin Gang P.E.K.K.A Lightning Electro Wizard
P.E.K.K.A
Zap Lightning P.E.K.K.A Electro Wizard Baby Dragon The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A
Lightning P.E.K.K.A Zap The Log Electro Wizard
Lightning P.E.K.K.A Goblin Gang
Baby Dragon
Goblin Gang Electro Wizard Zap Baby Dragon Lightning P.E.K.K.A The Log
Zap Baby Dragon P.E.K.K.A 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.)

Lightning Baby Dragon The Log
Zap Baby Dragon The Log Electro Wizard
Lightning Baby Dragon The Log
Lightning The Log
Zap Baby Dragon The Log
Zap Baby Dragon
Baby Dragon The Log
The Log Zap Baby Dragon Lightning
The Log Zap Lightning
Lightning Goblin Gang Electro Wizard
Lightning Zap The Log Electro Wizard
Lightning Zap Baby Dragon
Lightning Baby Dragon The Log
Lightning Baby Dragon
Lightning Zap Baby Dragon The Log
Lightning Zap Baby Dragon The Log
Lightning Baby Dragon The Log
Lightning
Lightning
Lightning Zap Baby Dragon The Log Electro Wizard
Lightning Zap Baby Dragon The Log
Lightning Baby Dragon The Log
Lightning
Lightning The Log
Lightning Zap Baby Dragon The Log
Zap The Log Baby Dragon
The Log Zap Baby Dragon Lightning Electro Wizard
Lightning Zap Baby Dragon The Log
Lightning Zap Baby Dragon The Log
Lightning Zap Baby Dragon Electro Wizard
Zap Lightning Electro Wizard
Lightning
Lightning Zap The Log
Zap Lightning Electro Wizard
P.E.K.K.A
Lightning The Log
Zap Lightning Electro Wizard Goblin Gang
Lightning Zap Baby Dragon Electro Wizard
The Log
Lightning Goblin Gang Baby Dragon Electro Wizard
The Log Zap Baby Dragon Lightning
Lightning Zap
P.E.K.K.A
Zap Goblin Gang Baby Dragon Lightning The Log Electro Wizard
Zap Lightning Electro Wizard
Lightning Zap Baby Dragon The Log Electro Wizard

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