My Best Clash Royale Deck

Deck Check Rating

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

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Goblin Gang 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 Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

Damage spells

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

Zap 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 Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblin Gang Royal Giant Mega Knight

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.

Goblin Barrel

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

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 The Log Mega Knight

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 Mega Knight

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 Goblin Barrel Skeleton Army

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 Goblin Barrel

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 The Log Goblin Gang Goblin Barrel Skeleton Army Wizard Royal Giant Mega Knight

Shortest cycle

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

10 Zap The Log Goblin Gang Goblin Barrel

Attack Synergies 2 10

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
Royal Giant The Log Mega Knight
Goblin Gang
Goblin Barrel Royal Giant
Royal Giant
Goblin Barrel Zap Goblin Gang Wizard The Log
Wizard
Royal Giant Mega Knight
Goblin Barrel
Goblin Gang Royal Giant Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
The Log
Zap Royal Giant Mega Knight
Mega Knight
Zap Wizard Goblin Barrel The Log

Defense Synergies 1 10

Zap
Mega Knight Goblin Gang Skeleton Army The Log
Goblin Gang
Zap Skeleton Army The Log
Royal Giant
Wizard
Skeleton Army The Log Mega Knight
Goblin Barrel
Skeleton Army
Zap Goblin Gang Wizard The Log
The Log
Zap Goblin Gang Wizard Skeleton Army Mega Knight
Mega Knight
Zap Wizard 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 Wizard The Log
Skeleton Army Zap Goblin Gang The Log Mega Knight
Goblin Gang Skeleton Army Mega Knight
Skeleton Army Goblin Gang Mega Knight
Skeleton Army The Log Mega Knight
Goblin Gang Skeleton Army The Log Zap Mega Knight
Zap Goblin Gang Wizard
Zap The Log Mega Knight
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Mega Knight
Goblin Gang Skeleton Army Zap Wizard The Log Mega Knight
Zap Goblin Gang Wizard
Skeleton Army Mega Knight Zap Goblin Gang Wizard The Log
Wizard Skeleton Army Mega Knight Zap Goblin Gang The Log
Skeleton Army Goblin Gang Mega Knight
Skeleton Army Zap Goblin Gang The Log Mega Knight
Wizard Mega Knight Goblin Gang Skeleton Army
Mega Knight Zap Goblin Gang Wizard Skeleton Army The Log
Zap Wizard The Log Mega Knight
Goblin Gang Wizard Skeleton Army Mega Knight The Log

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Mega Knight Zap
Zap Goblin Gang Wizard The Log Mega Knight
Goblin Gang Skeleton Army Mega Knight Zap The Log
Goblin Gang Skeleton Army Mega Knight Zap The Log
Goblin Gang Skeleton Army Mega Knight
Wizard Zap Goblin Gang
Goblin Gang Skeleton Army
Mega Knight Skeleton Army
Zap Mega Knight Skeleton Army The Log
Goblin Gang Skeleton Army
Mega Knight
Skeleton Army Mega Knight Zap The Log
Skeleton Army Mega Knight Goblin Gang Wizard
Wizard Skeleton Army Mega Knight
Goblin Gang Skeleton Army Zap The Log
Mega Knight Zap Wizard The Log

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.)

The Log
Zap The Log
The Log
The Log
Wizard Zap The Log Mega Knight
Wizard Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Goblin Gang
Zap Wizard The Log
Zap Wizard
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log Mega Knight
Zap Wizard The Log Mega Knight
Zap Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Zap The Log
Zap The Log Wizard Mega Knight
The Log Zap Wizard
Zap Wizard The Log Mega Knight
Zap The Log
Zap Wizard
Zap Wizard
Zap Wizard The Log Mega Knight
Zap
Mega Knight
Wizard The Log
Zap Goblin Gang Skeleton Army
Zap Wizard
The Log
Goblin Gang Wizard Mega Knight
The Log Zap Wizard
Zap
Mega Knight
Zap Goblin Gang The Log
Zap
Zap The Log Mega Knight

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