My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

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.

Giant Wizard Electro Wizard Sparky

Offensive cards

Win conditions

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

Giant Graveyard

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 Giant Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Goblin Gang Giant

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 Graveyard

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 Giant Skeleton Army Graveyard Sparky
Giant Snowball
Goblin Gang Skeleton Army Graveyard
Zap
Goblin Gang Skeleton Army Graveyard Sparky
Barbarian Barrel
Goblin Gang Wizard Skeleton Army Electro Wizard Graveyard Sparky
The Log
Goblin Gang Skeleton Army Graveyard Sparky
Earthquake
Goblin Gang Skeleton Army Graveyard
Arrows
Goblin Gang Skeleton Army Graveyard
Royal Delivery
Goblin Gang Wizard Skeleton Army Electro Wizard Graveyard Sparky
Fireball
Goblin Gang Wizard Skeleton Army Electro Wizard Sparky
Poison
Goblin Gang Wizard Skeleton Army Electro Wizard Graveyard Sparky
Lightning
Wizard Electro Wizard Sparky
Rocket
Wizard Sparky

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 Sparky

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army Sparky

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.

Skeleton Army Graveyard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Gang Skeleton Army Electro Wizard Giant Wizard Graveyard Sparky

Shortest cycle

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

12 Zap Goblin Gang Skeleton Army Electro Wizard

Attack Synergies 7 8

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
Giant Electro Wizard Graveyard Sparky
Goblin Gang
Giant Sparky
Giant
Zap Graveyard Sparky Goblin Gang Wizard Electro Wizard
Wizard
Giant Sparky
Skeleton Army
Sparky
Electro Wizard
Zap Graveyard Giant Sparky
Graveyard
Zap Giant Electro Wizard Sparky
Sparky
Zap Giant Goblin Gang Wizard Skeleton Army Electro Wizard Graveyard

Defense Synergies 1 10

Zap
Electro Wizard Goblin Gang Skeleton Army Sparky
Goblin Gang
Zap Skeleton Army Electro Wizard Sparky
Giant
Wizard
Skeleton Army Electro Wizard
Skeleton Army
Zap Goblin Gang Wizard Electro Wizard Sparky
Electro Wizard
Zap Goblin Gang Wizard Skeleton Army
Graveyard
Sparky
Zap Goblin Gang Skeleton Army

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 Sparky
Skeleton Army Sparky Zap Goblin Gang Electro Wizard
Goblin Gang Skeleton Army Sparky Electro Wizard
Skeleton Army Sparky Goblin Gang Electro Wizard
Skeleton Army Sparky
Goblin Gang Skeleton Army Zap Electro Wizard
Electro Wizard Zap Goblin Gang Wizard
Zap Electro Wizard Sparky
Sparky Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Electro Wizard Sparky
Goblin Gang Skeleton Army Electro Wizard Zap Wizard
Zap Goblin Gang Wizard Electro Wizard
Skeleton Army Sparky Zap Goblin Gang Wizard Electro Wizard
Wizard Skeleton Army Sparky Zap Goblin Gang Electro Wizard
Skeleton Army Sparky Goblin Gang Electro Wizard
Skeleton Army Zap Goblin Gang Electro Wizard Sparky
Wizard Sparky Goblin Gang Skeleton Army Electro Wizard
Zap Goblin Gang Wizard Skeleton Army Electro Wizard
Zap Wizard Electro Wizard
Sparky Electro Wizard
Goblin Gang Wizard Skeleton Army Electro Wizard Sparky

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Zap Electro Wizard Sparky
Electro Wizard Zap Goblin Gang Wizard
Goblin Gang Skeleton Army Zap Electro Wizard Sparky
Goblin Gang Skeleton Army Zap Electro Wizard Sparky
Goblin Gang Skeleton Army Sparky
Wizard Zap Goblin Gang Electro Wizard
Goblin Gang Skeleton Army Sparky Electro Wizard
Skeleton Army Sparky
Zap Electro Wizard Skeleton Army Sparky
Goblin Gang Skeleton Army Sparky
Sparky
Skeleton Army Zap Electro Wizard
Skeleton Army Goblin Gang Wizard Sparky
Wizard Skeleton Army Sparky
Goblin Gang Skeleton Army Electro Wizard Sparky Zap
Zap Wizard Electro Wizard Sparky

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.)

Sparky
Zap Electro Wizard
Sparky
Sparky
Wizard Zap Sparky
Wizard Zap
Wizard Sparky
Zap Wizard
Zap Wizard
Goblin Gang Electro Wizard Sparky
Zap Wizard Electro Wizard Sparky
Zap Wizard
Sparky
Zap Sparky
Zap Wizard Sparky
Wizard Sparky
Sparky
Sparky
Zap Wizard Electro Wizard Sparky
Zap Wizard
Sparky
Wizard
Sparky
Zap
Zap Wizard Sparky
Zap Wizard Electro Wizard Sparky
Zap Wizard Sparky
Zap Sparky
Zap Wizard Electro Wizard Sparky
Zap Electro Wizard Wizard
Sparky
Zap Wizard Sparky
Zap Electro Wizard Sparky
Sparky
Wizard Sparky
Zap Electro Wizard Goblin Gang Skeleton Army
Zap Wizard Electro Wizard
Goblin Gang Wizard Electro Wizard Sparky
Zap Wizard
Zap Sparky
Sparky
Zap Goblin Gang Electro Wizard Sparky
Zap Electro Wizard
Zap Electro Wizard Sparky

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