My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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.

Wizard Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Tornado The Log

Punishments

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

Goblin Gang Balloon

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 Balloon

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.

Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado The Log

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 Tornado

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

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap The Log Goblin Gang Skeleton Army Tornado Wizard Balloon

Shortest cycle

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

7 Mirror Zap The Log Goblin Gang

Attack Synergies 5 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
Mirror Tornado Balloon The Log
Goblin Gang
Mirror Balloon
Wizard
Tornado Balloon
Mirror
Zap The Log Goblin Gang Skeleton Army Tornado Balloon
Skeleton Army
Mirror
Tornado
Zap Wizard Mirror Balloon The Log
Balloon
Zap Goblin Gang Wizard Mirror Tornado The Log
The Log
Mirror Zap Tornado Balloon

Defense Synergies 4 12

Zap
Mirror Goblin Gang Skeleton Army Tornado The Log
Goblin Gang
Zap Mirror Skeleton Army The Log
Wizard
Tornado Skeleton Army The Log
Mirror
Zap Skeleton Army Tornado Goblin Gang The Log
Skeleton Army
Mirror Zap Goblin Gang Wizard The Log
Tornado
Wizard Mirror Zap The Log
Balloon
The Log
Zap Goblin Gang Wizard Mirror Skeleton Army 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 Wizard The Log
Skeleton Army Zap Goblin Gang The Log
Goblin Gang Skeleton Army Tornado
Skeleton Army Goblin Gang
Skeleton Army Tornado The Log
Goblin Gang Skeleton Army Tornado The Log Zap
Tornado Zap Goblin Gang Wizard
Zap The Log
Goblin Gang Skeleton Army Tornado
Goblin Gang Skeleton Army Tornado
Goblin Gang Skeleton Army Zap Wizard Tornado The Log
Zap Goblin Gang Wizard Tornado
Skeleton Army Zap Goblin Gang Wizard The Log
Wizard Skeleton Army Zap Goblin Gang Tornado The Log
Skeleton Army Goblin Gang
Skeleton Army Tornado Zap Goblin Gang The Log
Wizard Goblin Gang Skeleton Army Tornado
Zap Goblin Gang Wizard Skeleton Army Tornado The Log
Zap Wizard Tornado The Log
Tornado
Goblin Gang Wizard Skeleton Army The Log

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Zap
Zap Goblin Gang Wizard The Log
Goblin Gang Skeleton Army Zap The Log
Goblin Gang Skeleton Army Zap Tornado The Log
Goblin Gang Skeleton Army
Wizard Zap Goblin Gang Tornado
Goblin Gang Skeleton Army
Skeleton Army
Zap Skeleton Army Tornado The Log
Goblin Gang Skeleton Army
Skeleton Army Zap Tornado The Log
Skeleton Army Goblin Gang Wizard
Wizard Skeleton Army
Goblin Gang Skeleton Army Zap Tornado The Log
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 Tornado The Log
The Log
The Log
Wizard Zap The Log
Wizard Zap Tornado
Wizard Tornado The Log
The Log Zap Wizard Tornado
The Log Zap Wizard Tornado
Goblin Gang Tornado
Zap Wizard Tornado The Log
Zap Wizard Tornado
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Tornado
Zap Wizard The Log
Zap Wizard Tornado The Log
The Log
Wizard Tornado
Tornado The Log
Zap The Log
Zap Tornado The Log Wizard
The Log Zap Wizard Tornado
Zap Wizard Tornado The Log
Zap Tornado The Log
Zap Wizard Tornado
Zap Wizard
Zap Wizard The Log
Zap
Wizard The Log
Zap Goblin Gang Skeleton Army
Zap Wizard Tornado
The Log
Goblin Gang Wizard
The Log Zap Wizard
Zap Tornado
Zap Goblin Gang Tornado The Log
Zap Tornado
Zap Tornado The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: