My Best Clash Royale Deck

Deck Check Rating

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

4 problems 1 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 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Spear Goblins Rascals Zappies 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.

Spear Goblins Rascals Elixir Golem Battle Ram Zappies Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem Battle Ram Royal Hogs

Damage spells

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

Lightning

Punishments

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

Elixir Golem Battle Ram Royal Hogs

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.

Spear Goblins Rascals Elixir Golem Battle Ram Royal Hogs

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.

Royal Hogs 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 Elixir Golem Battle Ram Royal Hogs
Giant Snowball
Spear Goblins Battle Ram Zappies Royal Hogs
Zap
Spear Goblins Battle Ram Zappies Royal Hogs
Barbarian Barrel
Spear Goblins Rascals Elixir Golem Battle Ram Zappies Royal Hogs Electro Wizard
The Log
Spear Goblins Rascals Elixir Golem Battle Ram Zappies Royal Hogs
Earthquake
Spear Goblins Elixir Golem Zappies Royal Hogs
Arrows
Spear Goblins Rascals Zappies Royal Hogs
Royal Delivery
Spear Goblins Rascals Elixir Golem Battle Ram Zappies Royal Hogs Electro Wizard
Fireball
Rascals Elixir Golem Battle Ram Zappies Royal Hogs Electro Wizard
Poison
Spear Goblins Rascals Elixir Golem Zappies Royal Hogs Electro Wizard
Lightning
Battle Ram Electro Wizard
Rocket
Rascals Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Elixir Golem Battle Ram

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.

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.

Spear Goblins Elixir Golem Battle Ram Zappies Electro Wizard Rascals Royal Hogs Lightning

Shortest cycle

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

13 Spear Goblins Elixir Golem Battle Ram Zappies

Attack Synergies 1 16

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.

Spear Goblins
Rascals Elixir Golem Battle Ram Zappies Royal Hogs
Rascals
Spear Goblins Battle Ram Zappies Electro Wizard
Elixir Golem
Lightning Spear Goblins Zappies
Battle Ram
Spear Goblins Rascals Zappies Royal Hogs Lightning Electro Wizard
Zappies
Spear Goblins Rascals Elixir Golem Battle Ram Royal Hogs
Royal Hogs
Spear Goblins Battle Ram Zappies Lightning Electro Wizard
Lightning
Elixir Golem Battle Ram Royal Hogs
Electro Wizard
Rascals Battle Ram Royal Hogs

Defense Synergies 0 4

Spear Goblins
Rascals Zappies Electro Wizard
Rascals
Spear Goblins
Elixir Golem
Battle Ram
Zappies
Spear Goblins Electro Wizard
Royal Hogs
Lightning
Electro Wizard
Spear Goblins Zappies

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 Spear Goblins Zappies Electro Wizard
Rascals Zappies Electro Wizard
Rascals Zappies Lightning Electro Wizard
Rascals Zappies Electro Wizard
Lightning
Spear Goblins Rascals Zappies Electro Wizard
Lightning Electro Wizard Spear Goblins Rascals Zappies
Lightning Rascals Electro Wizard
Zappies Rascals
Spear Goblins Rascals Zappies Electro Wizard
Electro Wizard Spear Goblins Rascals Zappies
Spear Goblins Rascals Zappies Electro Wizard
Rascals Zappies Lightning Electro Wizard
Rascals Zappies Electro Wizard
Rascals Zappies Electro Wizard
Rascals Zappies Lightning Electro Wizard
Rascals Zappies Electro Wizard
Spear Goblins Rascals Zappies Electro Wizard
Spear Goblins Rascals Zappies Electro Wizard
Zappies Electro Wizard
Rascals Spear Goblins Zappies Electro Wizard

Counters to secondary win conditions

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

Rascals Spear Goblins Zappies Electro Wizard
Electro Wizard Lightning
Zappies Spear Goblins Rascals Lightning Electro Wizard
Lightning Rascals Zappies Electro Wizard
Rascals Zappies
Rascals Zappies Electro Wizard
Rascals Spear Goblins Zappies Lightning Electro Wizard
Rascals Zappies
Lightning Electro Wizard Spear Goblins Zappies
Zappies
Rascals Zappies
Lightning Electro Wizard
Rascals Lightning Zappies
Rascals Zappies
Rascals Zappies Electro Wizard Spear Goblins Lightning
Rascals Zappies 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 Rascals
Electro Wizard
Lightning
Lightning Rascals
Spear Goblins
Lightning
Lightning
Lightning Electro Wizard
Lightning Electro Wizard
Lightning
Lightning
Lightning
Lightning
Lightning Spear Goblins
Lightning
Lightning
Lightning
Lightning Electro Wizard
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning Electro Wizard
Lightning
Lightning
Lightning Electro Wizard
Lightning Electro Wizard Zappies
Lightning
Lightning
Lightning Zappies Electro Wizard
Lightning
Lightning Electro Wizard Spear Goblins Zappies
Lightning Zappies Electro Wizard
Lightning Rascals Electro Wizard
Lightning
Lightning
Rascals Zappies Lightning Electro Wizard
Zappies Lightning Electro Wizard
Lightning Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: