My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

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 Mega Minion 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.

Royal Giant Mega Minion Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Fireball The Log

Punishments

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

Goblin Gang Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Goblin Gang Barbarians Royal 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

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 Royal Giant
Giant Snowball
Goblin Gang Barbarians Mega Minion
Zap
Goblin Gang Royal Giant
Barbarian Barrel
Goblin Gang Barbarians Electro Wizard
The Log
Goblin Gang Barbarians Royal Giant
Earthquake
Goblin Gang Barbarians
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Barbarians Mega Minion Electro Wizard
Fireball
Goblin Gang Barbarians Mega Minion Electro Wizard
Poison
Goblin Gang Barbarians Mega Minion Electro Wizard
Lightning
Mega Minion Electro Wizard
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Mega Minion

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.

Royal Giant Fireball

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 Barbarians Fireball 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.

Zap The Log Goblin Gang Mega Minion Fireball Electro Wizard Barbarians Royal Giant

Shortest cycle

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

10 Zap The Log Goblin Gang Mega Minion

Attack Synergies 4 9

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
Mega Minion Fireball Electro Wizard Royal Giant The Log
Goblin Gang
Royal Giant
Barbarians
Royal Giant
Fireball Zap Goblin Gang Mega Minion The Log Electro Wizard
Mega Minion
Zap Royal Giant Fireball
Fireball
Zap Royal Giant Mega Minion The Log Electro Wizard
The Log
Zap Royal Giant Fireball
Electro Wizard
Zap Royal Giant Fireball

Defense Synergies 4 10

Zap
Mega Minion Fireball Electro Wizard Goblin Gang Barbarians The Log
Goblin Gang
Zap Barbarians The Log Electro Wizard
Barbarians
Zap Goblin Gang
Royal Giant
Mega Minion
Zap The Log Electro Wizard
Fireball
Zap The Log Electro Wizard
The Log
Fireball Zap Goblin Gang Mega Minion Electro Wizard
Electro Wizard
Zap Goblin Gang Mega Minion Fireball 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.

Zap Mega Minion Fireball The Log Electro Wizard
Barbarians Zap Goblin Gang Mega Minion The Log Electro Wizard
Goblin Gang Barbarians Mega Minion Electro Wizard
Barbarians Goblin Gang Mega Minion Electro Wizard
Barbarians Fireball The Log
Goblin Gang Fireball The Log Zap Mega Minion Electro Wizard
Mega Minion Electro Wizard Zap Goblin Gang Fireball
Zap Barbarians Fireball The Log Electro Wizard
Barbarians Goblin Gang
Goblin Gang Barbarians Electro Wizard
Goblin Gang Barbarians Electro Wizard Zap Mega Minion Fireball The Log
Mega Minion Zap Goblin Gang Fireball Electro Wizard
Barbarians Zap Goblin Gang Fireball The Log Electro Wizard
Fireball Zap Goblin Gang Barbarians Mega Minion The Log Electro Wizard
Barbarians Goblin Gang Electro Wizard
Barbarians Zap Goblin Gang Fireball The Log Electro Wizard
Barbarians Goblin Gang Fireball Electro Wizard
Fireball Zap Goblin Gang Barbarians Mega Minion The Log Electro Wizard
Zap The Log Barbarians Mega Minion Fireball Electro Wizard
Barbarians Electro Wizard
Goblin Gang Barbarians Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Barbarians Zap Fireball Electro Wizard
Fireball Electro Wizard Zap Goblin Gang Mega Minion The Log
Goblin Gang Barbarians Zap The Log Electro Wizard
Goblin Gang Zap Barbarians Fireball The Log Electro Wizard
Barbarians Goblin Gang
Fireball Zap Goblin Gang Electro Wizard
Goblin Gang Barbarians Mega Minion Fireball Electro Wizard
Barbarians
Zap Electro Wizard Barbarians Mega Minion Fireball The Log
Goblin Gang Barbarians Mega Minion
Barbarians Mega Minion
Zap Barbarians Fireball The Log Electro Wizard
Barbarians Goblin Gang Fireball
Barbarians Fireball
Goblin Gang Barbarians Electro Wizard Zap Mega Minion Fireball The Log
Zap Barbarians Mega Minion Fireball 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.)

Fireball The Log
Fireball Zap The Log Electro Wizard
Fireball The Log
Barbarians Fireball The Log
Fireball Zap The Log
Fireball Zap Mega Minion
The Log
Fireball The Log Zap
Fireball The Log Zap
Goblin Gang Fireball Electro Wizard
Zap Fireball The Log Electro Wizard
Fireball Zap
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Zap Mega Minion Fireball The Log Electro Wizard
Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Barbarians Fireball The Log
Zap The Log Fireball
Mega Minion
Fireball The Log Zap Electro Wizard
Fireball Zap The Log
Fireball Zap The Log
Zap Fireball Electro Wizard
Zap Electro Wizard Mega Minion Fireball
Mega Minion Fireball
Zap Fireball The Log
Zap Fireball Electro Wizard
Fireball The Log
Zap Electro Wizard Goblin Gang Barbarians Fireball
Fireball Zap Mega Minion Electro Wizard
The Log Fireball
Fireball Goblin Gang Mega Minion Electro Wizard
The Log Zap Fireball
Zap Fireball
Mega Minion
Zap Goblin Gang Fireball The Log Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball The Log Electro Wizard

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