My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Good
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.

Spear Goblins Archers Goblin Gang Electro Wizard Night Witch

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 Archers Electro Wizard Lumberjack Night Witch

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.

Goblin Gang 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.

Spear Goblins Goblin Gang 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.

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
Spear Goblins Archers Goblin Gang Hog Rider Night Witch
Giant Snowball
Spear Goblins Archers Goblin Gang Hog Rider Lumberjack Night Witch
Zap
Spear Goblins Archers Goblin Gang Night Witch
Barbarian Barrel
Spear Goblins Archers Goblin Gang Electro Wizard Lumberjack Night Witch
The Log
Spear Goblins Archers Goblin Gang Hog Rider Lumberjack
Earthquake
Spear Goblins Archers Goblin Gang Hog Rider
Arrows
Spear Goblins Archers Goblin Gang Night Witch
Royal Delivery
Spear Goblins Archers Goblin Gang Hog Rider Electro Wizard Lumberjack Night Witch
Fireball
Archers Goblin Gang Hog Rider Electro Wizard Lumberjack Night Witch
Poison
Spear Goblins Archers Goblin Gang Electro Wizard Night Witch
Lightning
Electro Wizard Lumberjack Night Witch
Rocket
Hog Rider Night Witch

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 Night Witch

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Zap Archers Goblin Gang Hog Rider Electro Wizard Lumberjack Night Witch

Shortest cycle

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

10 Spear Goblins Zap Archers Goblin Gang

Attack Synergies 4 12

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
Hog Rider Zap Goblin Gang Lumberjack
Zap
Hog Rider Electro Wizard Spear Goblins Archers Lumberjack Night Witch
Archers
Zap Hog Rider Lumberjack
Goblin Gang
Hog Rider Spear Goblins
Hog Rider
Spear Goblins Zap Goblin Gang Archers Electro Wizard Lumberjack
Electro Wizard
Zap Hog Rider Lumberjack
Lumberjack
Spear Goblins Zap Archers Hog Rider Electro Wizard Night Witch
Night Witch
Zap Lumberjack

Defense Synergies 1 17

Spear Goblins
Zap Archers Goblin Gang Electro Wizard Lumberjack Night Witch
Zap
Electro Wizard Spear Goblins Archers Goblin Gang Lumberjack Night Witch
Archers
Spear Goblins Zap Goblin Gang Electro Wizard Lumberjack
Goblin Gang
Spear Goblins Zap Archers Electro Wizard Lumberjack
Hog Rider
Electro Wizard
Zap Spear Goblins Archers Goblin Gang Lumberjack Night Witch
Lumberjack
Spear Goblins Zap Archers Goblin Gang Electro Wizard
Night Witch
Spear Goblins Zap 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.

Spear Goblins Zap Electro Wizard
Lumberjack Zap Goblin Gang Electro Wizard Night Witch
Goblin Gang Lumberjack Archers Electro Wizard Night Witch
Lumberjack Night Witch Goblin Gang Electro Wizard
Lumberjack
Goblin Gang Spear Goblins Zap Archers Electro Wizard Lumberjack Night Witch
Electro Wizard Spear Goblins Zap Archers Goblin Gang Night Witch
Zap Electro Wizard
Goblin Gang Lumberjack Night Witch
Goblin Gang Spear Goblins Archers Electro Wizard Lumberjack Night Witch
Archers Goblin Gang Electro Wizard Spear Goblins Zap Lumberjack Night Witch
Spear Goblins Zap Archers Goblin Gang Electro Wizard Night Witch
Lumberjack Night Witch Zap Goblin Gang Electro Wizard
Zap Goblin Gang Electro Wizard Lumberjack Night Witch
Goblin Gang Electro Wizard Lumberjack
Zap Goblin Gang Electro Wizard Lumberjack
Goblin Gang Electro Wizard Lumberjack Night Witch
Spear Goblins Zap Archers Goblin Gang Electro Wizard Lumberjack Night Witch
Zap Spear Goblins Archers Electro Wizard Lumberjack
Electro Wizard Lumberjack
Goblin Gang Spear Goblins Archers Electro Wizard Lumberjack Night Witch

Counters to secondary win conditions

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

Goblin Gang Lumberjack Spear Goblins Zap Archers Electro Wizard
Electro Wizard Zap Archers Goblin Gang Lumberjack
Goblin Gang Lumberjack Spear Goblins Zap Electro Wizard
Goblin Gang Lumberjack Zap Electro Wizard Night Witch
Goblin Gang Lumberjack Night Witch
Zap Archers Goblin Gang Electro Wizard
Goblin Gang Spear Goblins Archers Electro Wizard Lumberjack Night Witch
Lumberjack
Zap Electro Wizard Spear Goblins
Goblin Gang
Lumberjack
Zap Electro Wizard
Goblin Gang Lumberjack Night Witch
Archers
Goblin Gang Electro Wizard Spear Goblins Zap Archers Lumberjack Night Witch
Zap Archers 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
Zap
Spear Goblins Zap
Archers
Zap
Zap
Goblin Gang Electro Wizard Lumberjack Night Witch
Zap Electro Wizard
Zap Archers
Zap
Spear Goblins Zap
Night Witch
Zap Archers Electro Wizard
Zap
Night Witch
Zap
Zap
Zap Electro Wizard
Zap
Zap
Zap Archers Electro Wizard Night Witch
Zap Electro Wizard
Night Witch
Zap Night Witch
Zap Electro Wizard
Zap Electro Wizard Spear Goblins Archers Goblin Gang Night Witch
Zap Archers Electro Wizard
Goblin Gang Electro Wizard Lumberjack
Zap
Zap
Zap Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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