My Best Clash Royale Deck

Deck Check Rating

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

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.

Flying Machine Hunter Goblin Giant 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 Flying Machine Hunter Goblin Giant Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Goblin Giant

Damage spells

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

Rage The Log

Punishments

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

Royal Giant Goblin 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.

Goblins Royal Giant Flying Machine Goblin 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
Royal Giant
Giant Snowball
Goblins Flying Machine
Zap
Goblins Royal Giant Flying Machine Goblin Giant
Barbarian Barrel
Goblins Hunter Electro Wizard
The Log
Goblins Royal Giant Hunter
Earthquake
Arrows
Goblins Flying Machine
Royal Delivery
Goblins Flying Machine Hunter Electro Wizard
Fireball
Flying Machine Hunter Electro Wizard
Poison
Flying Machine Hunter Electro Wizard
Lightning
Hunter Electro Wizard
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Hunter 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.

Rage

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.

Goblins 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Rage The Log Flying Machine Hunter Electro Wizard Royal Giant Goblin Giant

Shortest cycle

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

10 Goblins Rage The Log Flying Machine

Attack Synergies 1 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.

Goblins
Royal Giant
Royal Giant
Hunter Goblins Flying Machine The Log Electro Wizard
Flying Machine
Royal Giant Goblin Giant
Rage
Goblin Giant Electro Wizard
Hunter
Royal Giant Goblin Giant
Goblin Giant
Flying Machine Rage Hunter The Log Electro Wizard
The Log
Royal Giant Goblin Giant
Electro Wizard
Royal Giant Rage Goblin Giant

Defense Synergies 0 12

Goblins
Flying Machine Hunter The Log Electro Wizard
Royal Giant
Flying Machine
Goblins Hunter The Log Electro Wizard
Rage
Hunter
Goblins Flying Machine The Log Electro Wizard
Goblin Giant
The Log Electro Wizard
The Log
Goblins Flying Machine Hunter Goblin Giant Electro Wizard
Electro Wizard
Goblins Flying Machine Hunter Goblin Giant 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.

Flying Machine Goblin Giant The Log Electro Wizard
Hunter Goblins Flying Machine The Log Electro Wizard
Hunter Goblins Electro Wizard
Hunter Goblins Electro Wizard
The Log
The Log Goblins Flying Machine Hunter Electro Wizard
Hunter Electro Wizard Flying Machine
Flying Machine Goblin Giant The Log Electro Wizard
Hunter Goblins
Goblins Hunter Electro Wizard
Goblins Electro Wizard Flying Machine Hunter Goblin Giant The Log
Hunter Flying Machine Electro Wizard
Hunter Flying Machine The Log Electro Wizard
Goblins Hunter The Log Electro Wizard
Hunter Electro Wizard
Hunter The Log Electro Wizard
Goblins Hunter Electro Wizard
Goblins Flying Machine Hunter The Log Electro Wizard
Hunter The Log Flying Machine Electro Wizard
Hunter Electro Wizard
Goblins Flying Machine Hunter Goblin Giant The Log Electro Wizard

Counters to secondary win conditions

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

Goblins Electro Wizard
Electro Wizard Flying Machine Hunter The Log
Goblins Hunter Goblin Giant The Log Electro Wizard
Hunter Goblin Giant The Log Electro Wizard
Hunter Goblin Giant
Flying Machine Hunter Goblin Giant Electro Wizard
Goblins Flying Machine Hunter Goblin Giant Electro Wizard
Hunter Goblin Giant
Electro Wizard Goblins Flying Machine The Log
Goblin Giant
Flying Machine Hunter
Goblin Giant The Log Electro Wizard
Hunter Goblin Giant
Flying Machine
Electro Wizard Goblins Flying Machine Hunter Goblin Giant The Log
Flying Machine Hunter 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.)

Flying Machine The Log
Flying Machine The Log Electro Wizard
Flying Machine Goblin Giant The Log
Flying Machine The Log
The Log
Flying Machine Hunter Goblin Giant
Flying Machine The Log
The Log Flying Machine Hunter
The Log Flying Machine
Goblins Electro Wizard
Flying Machine The Log Electro Wizard
Flying Machine
Flying Machine Hunter The Log
Flying Machine
Flying Machine The Log
Flying Machine Hunter The Log
Flying Machine The Log
Flying Machine Hunter The Log Electro Wizard
Flying Machine The Log
The Log
The Log
Flying Machine The Log
The Log Hunter
The Log Flying Machine Hunter Electro Wizard
Flying Machine The Log
The Log
Flying Machine Hunter Electro Wizard
Electro Wizard Flying Machine
Hunter The Log
Electro Wizard
The Log
Electro Wizard Flying Machine
Flying Machine Hunter Electro Wizard
The Log
Flying Machine Hunter Electro Wizard
The Log Flying Machine
Flying Machine
Flying Machine The Log Electro Wizard
Flying Machine Electro Wizard
Flying Machine Goblin Giant The Log Electro Wizard

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