My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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!

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 Firecracker 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.

Firecracker Giant Electro Wizard Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Tornado

Punishments

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

Goblin Gang Giant

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Tornado Sparky

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.

Tornado Sparky

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.

Mirror Zap Goblin Gang Firecracker Tornado Electro Wizard Giant Sparky

Shortest cycle

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

8 Mirror Zap Goblin Gang Firecracker

Attack Synergies 8 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
Firecracker Giant Mirror Tornado Electro Wizard Sparky
Goblin Gang
Firecracker Giant Mirror Sparky
Firecracker
Zap Goblin Gang Giant Mirror Tornado Sparky
Giant
Zap Sparky Goblin Gang Firecracker Tornado Electro Wizard
Mirror
Zap Goblin Gang Firecracker Tornado Sparky
Tornado
Zap Sparky Firecracker Giant Mirror
Electro Wizard
Zap Giant Sparky
Sparky
Zap Giant Tornado Goblin Gang Firecracker Mirror Electro Wizard

Defense Synergies 4 15

Zap
Mirror Electro Wizard Goblin Gang Firecracker Tornado Sparky
Goblin Gang
Zap Firecracker Mirror Electro Wizard Sparky
Firecracker
Zap Goblin Gang Mirror Tornado Electro Wizard
Giant
Mirror
Zap Tornado Goblin Gang Firecracker Electro Wizard Sparky
Tornado
Mirror Sparky Zap Firecracker Electro Wizard Sparky
Electro Wizard
Zap Goblin Gang Firecracker Mirror Tornado
Sparky
Tornado Zap Goblin Gang Mirror Tornado

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 Firecracker Electro Wizard Sparky
Sparky Zap Goblin Gang Firecracker Electro Wizard
Goblin Gang Tornado Sparky Electro Wizard
Sparky Goblin Gang Firecracker Electro Wizard
Firecracker Tornado Sparky
Goblin Gang Tornado Zap Firecracker Electro Wizard
Tornado Electro Wizard Zap Goblin Gang Firecracker
Zap Electro Wizard Sparky
Sparky Goblin Gang Tornado
Goblin Gang Tornado Firecracker Electro Wizard Sparky
Goblin Gang Electro Wizard Zap Firecracker Tornado
Zap Goblin Gang Firecracker Tornado Electro Wizard
Sparky Zap Goblin Gang Electro Wizard
Sparky Zap Goblin Gang Firecracker Tornado Electro Wizard
Sparky Goblin Gang Electro Wizard
Tornado Zap Goblin Gang Electro Wizard Sparky
Sparky Goblin Gang Firecracker Tornado Electro Wizard
Zap Goblin Gang Firecracker Tornado Electro Wizard
Zap Tornado Firecracker Electro Wizard
Sparky Tornado Electro Wizard
Goblin Gang Firecracker Electro Wizard Sparky

Counters to secondary win conditions

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

Goblin Gang Zap Electro Wizard Sparky
Electro Wizard Zap Goblin Gang Firecracker
Goblin Gang Zap Electro Wizard Sparky
Goblin Gang Zap Tornado Electro Wizard Sparky
Goblin Gang Sparky
Firecracker Zap Goblin Gang Tornado Electro Wizard
Goblin Gang Sparky Electro Wizard
Sparky
Zap Electro Wizard Firecracker Tornado Sparky
Goblin Gang Sparky
Sparky
Zap Tornado Electro Wizard
Goblin Gang Sparky
Firecracker Sparky
Goblin Gang Electro Wizard Sparky Zap Firecracker Tornado
Zap Firecracker 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.)

Firecracker Sparky
Firecracker Zap Tornado Electro Wizard
Sparky
Firecracker Sparky
Zap Firecracker Sparky
Firecracker Zap Tornado
Firecracker Tornado Sparky
Zap Firecracker Tornado
Zap Firecracker Tornado
Goblin Gang Tornado Electro Wizard Sparky
Firecracker Zap Tornado Electro Wizard Sparky
Zap Firecracker Tornado
Firecracker Sparky
Firecracker
Zap Firecracker Sparky
Zap Firecracker Sparky
Firecracker Sparky
Tornado Sparky
Sparky
Zap Firecracker Electro Wizard Sparky
Zap Firecracker Tornado
Sparky
Tornado
Tornado Sparky
Zap
Zap Firecracker Tornado Sparky
Firecracker Zap Tornado Electro Wizard Sparky
Zap Tornado Sparky
Zap Firecracker Tornado Sparky
Zap Firecracker Tornado Electro Wizard Sparky
Zap Electro Wizard Firecracker
Sparky
Zap Sparky
Zap Firecracker Electro Wizard Sparky
Sparky
Firecracker Sparky
Zap Electro Wizard Goblin Gang
Zap Firecracker Tornado Electro Wizard
Goblin Gang Firecracker Electro Wizard Sparky
Zap Firecracker
Zap Tornado Sparky
Firecracker Sparky
Zap Goblin Gang Firecracker Tornado Electro Wizard Sparky
Firecracker Zap Tornado Electro Wizard
Zap Firecracker Tornado Electro Wizard Sparky

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