My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Good
Versatility
Good
F2P score
Good

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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Spear Goblins Archers 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.

Spear Goblins Archers Royal Giant Golem Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Golem

Damage spells

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

Zap Giant Snowball

Punishments

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

Royal 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.

Spear Goblins Royal Giant Golem

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.

Golem 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
Spear Goblins Archers Royal Giant Guards
Giant Snowball
Spear Goblins Archers Guards
Zap
Spear Goblins Archers Royal Giant Guards
Barbarian Barrel
Spear Goblins Archers Guards Electro Wizard
The Log
Spear Goblins Archers Royal Giant Guards
Earthquake
Spear Goblins Archers Guards
Arrows
Spear Goblins Archers Guards
Royal Delivery
Spear Goblins Archers Guards Electro Wizard
Fireball
Archers Electro Wizard
Poison
Spear Goblins Archers Guards Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Giant Snowball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Giant Snowball

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.

Spear Goblins Guards Golem

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

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.

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.

Spear Goblins Zap Giant Snowball Archers Guards Electro Wizard Royal Giant Golem

Shortest cycle

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

9 Spear Goblins Zap Giant Snowball Archers

Attack Synergies 1 18

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.

Spear Goblins
Zap Giant Snowball Royal Giant Golem
Zap
Electro Wizard Spear Goblins Giant Snowball Archers Royal Giant Guards Golem
Giant Snowball
Spear Goblins Zap Archers Royal Giant Golem Electro Wizard
Archers
Zap Giant Snowball Royal Giant Golem
Royal Giant
Spear Goblins Zap Giant Snowball Archers Guards Electro Wizard
Guards
Zap Royal Giant
Golem
Spear Goblins Zap Giant Snowball Archers Electro Wizard
Electro Wizard
Zap Giant Snowball Royal Giant Golem

Defense Synergies 1 14

Spear Goblins
Zap Giant Snowball Archers Guards Electro Wizard
Zap
Electro Wizard Spear Goblins Giant Snowball Archers Guards
Giant Snowball
Spear Goblins Zap Archers Guards Electro Wizard
Archers
Spear Goblins Zap Giant Snowball Guards Electro Wizard
Royal Giant
Guards
Spear Goblins Zap Giant Snowball Archers Electro Wizard
Golem
Electro Wizard
Zap Spear Goblins Giant Snowball Archers Guards

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.

Spear Goblins Zap Electro Wizard
Zap Electro Wizard
Giant Snowball Archers Electro Wizard
Guards Electro Wizard
Spear Goblins Zap Giant Snowball Archers Guards Electro Wizard
Giant Snowball Electro Wizard Spear Goblins Zap Archers
Zap Electro Wizard
Guards Spear Goblins Giant Snowball Archers Electro Wizard
Archers Guards Electro Wizard Spear Goblins Zap Giant Snowball
Spear Goblins Zap Giant Snowball Archers Electro Wizard
Zap Giant Snowball Guards Electro Wizard
Zap Giant Snowball Guards Electro Wizard
Electro Wizard
Zap Giant Snowball Electro Wizard
Electro Wizard
Spear Goblins Zap Giant Snowball Archers Guards Electro Wizard
Zap Giant Snowball Spear Goblins Archers Guards Electro Wizard
Electro Wizard
Spear Goblins Giant Snowball Archers Guards Electro Wizard

Counters to secondary win conditions

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

Guards Spear Goblins Zap Giant Snowball Archers Electro Wizard
Electro Wizard Zap Giant Snowball Archers
Guards Spear Goblins Zap Electro Wizard
Guards Zap Electro Wizard
Guards
Zap Giant Snowball Archers Electro Wizard
Guards Spear Goblins Archers Electro Wizard
Zap Electro Wizard Spear Goblins Giant Snowball
Guards
Guards
Zap Giant Snowball Guards Electro Wizard
Guards
Archers
Guards Electro Wizard Spear Goblins Zap Archers
Zap Giant Snowball Archers 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.)

Guards
Zap Giant Snowball Electro Wizard
Guards
Zap Giant Snowball
Spear Goblins Zap Giant Snowball
Archers
Zap Giant Snowball
Zap Giant Snowball
Giant Snowball Guards Electro Wizard
Zap Electro Wizard
Zap Giant Snowball Archers
Giant Snowball
Zap Giant Snowball
Spear Goblins Zap Giant Snowball
Giant Snowball
Zap Giant Snowball Archers Electro Wizard
Zap Giant Snowball
Giant Snowball
Zap Giant Snowball
Zap Giant Snowball
Zap Giant Snowball Electro Wizard
Zap Giant Snowball
Zap
Zap Giant Snowball Archers Electro Wizard
Zap Electro Wizard Giant Snowball Guards
Giant Snowball
Zap Giant Snowball
Zap Giant Snowball Electro Wizard
Giant Snowball
Zap Electro Wizard Spear Goblins Archers Guards
Zap Giant Snowball Archers Electro Wizard
Electro Wizard
Zap Giant Snowball
Zap Giant Snowball
Zap Giant Snowball Guards Electro Wizard
Zap Giant Snowball Electro Wizard
Zap Giant Snowball Electro Wizard

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