My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Earthquake

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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.

Goblin Gang Wizard Electro Wizard Magic Archer

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.

Knight Wizard Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Rage

Punishments

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

Goblin Gang Elite Barbarians

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.

Knight Goblin Gang Elite Barbarians Magic Archer

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.

Elite Barbarians Electro Wizard Magic Archer

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 Elite Barbarians
Giant Snowball
Goblin Gang
Zap
Goblin Gang
Barbarian Barrel
Knight Goblin Gang Elite Barbarians Wizard Electro Wizard Magic Archer
The Log
Goblin Gang Elite Barbarians
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Elite Barbarians Wizard Electro Wizard Magic Archer
Fireball
Goblin Gang Elite Barbarians Wizard Electro Wizard Magic Archer
Poison
Goblin Gang Wizard Electro Wizard Magic Archer
Lightning
Knight Elite Barbarians Wizard Electro Wizard Magic Archer
Rocket
Elite Barbarians Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Magic Archer

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.

Knight 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.

Elite Barbarians

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 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 Rage Knight Goblin Gang Electro Wizard Magic Archer Wizard Elite Barbarians

Shortest cycle

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

10 Zap Rage Knight Goblin Gang

Attack Synergies 4 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
Elite Barbarians Electro Wizard Knight Magic Archer
Knight
Goblin Gang Zap Elite Barbarians Wizard Electro Wizard Magic Archer
Goblin Gang
Knight
Elite Barbarians
Zap Rage Knight Wizard
Wizard
Knight Elite Barbarians Rage
Rage
Elite Barbarians Wizard Electro Wizard
Electro Wizard
Zap Knight Rage Magic Archer
Magic Archer
Zap Knight Electro Wizard

Defense Synergies 4 10

Zap
Electro Wizard Knight Goblin Gang Elite Barbarians Magic Archer
Knight
Goblin Gang Electro Wizard Magic Archer Zap Wizard
Goblin Gang
Knight Zap Electro Wizard Magic Archer
Elite Barbarians
Zap Wizard
Wizard
Knight Elite Barbarians Electro Wizard
Rage
Electro Wizard
Zap Knight Goblin Gang Wizard Magic Archer
Magic Archer
Knight Zap Goblin Gang Electro Wizard

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 Knight Wizard Electro Wizard Magic Archer
Elite Barbarians Zap Knight Goblin Gang Electro Wizard
Goblin Gang Knight Elite Barbarians Electro Wizard
Elite Barbarians Knight Goblin Gang Electro Wizard
Elite Barbarians
Goblin Gang Zap Electro Wizard Magic Archer
Electro Wizard Zap Goblin Gang Wizard Magic Archer
Zap Electro Wizard Magic Archer
Goblin Gang Elite Barbarians
Knight Goblin Gang Elite Barbarians Electro Wizard
Goblin Gang Electro Wizard Zap Knight Wizard Magic Archer
Zap Goblin Gang Wizard Electro Wizard Magic Archer
Zap Knight Goblin Gang Elite Barbarians Wizard Electro Wizard
Wizard Zap Goblin Gang Electro Wizard Magic Archer
Elite Barbarians Knight Goblin Gang Electro Wizard
Zap Goblin Gang Elite Barbarians Electro Wizard
Wizard Knight Goblin Gang Elite Barbarians Electro Wizard
Zap Knight Goblin Gang Elite Barbarians Wizard Electro Wizard Magic Archer
Zap Wizard Knight Electro Wizard Magic Archer
Elite Barbarians Electro Wizard
Goblin Gang Wizard Knight Elite Barbarians Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Zap Elite Barbarians Electro Wizard
Electro Wizard Zap Knight Goblin Gang Elite Barbarians Wizard Magic Archer
Goblin Gang Zap Knight Elite Barbarians Electro Wizard
Goblin Gang Zap Knight Elite Barbarians Electro Wizard
Knight Goblin Gang Elite Barbarians
Wizard Zap Goblin Gang Electro Wizard Magic Archer
Goblin Gang Knight Elite Barbarians Electro Wizard
Knight Elite Barbarians
Zap Electro Wizard Knight Elite Barbarians Magic Archer
Goblin Gang
Knight Elite Barbarians
Zap Elite Barbarians Electro Wizard
Elite Barbarians Knight Goblin Gang Wizard
Wizard Magic Archer
Goblin Gang Elite Barbarians Electro Wizard Zap Knight Magic Archer
Zap Elite Barbarians Wizard Electro Wizard Magic Archer

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.)

Magic Archer Knight
Zap Electro Wizard Magic Archer
Magic Archer
Knight
Wizard Zap Magic Archer
Wizard Zap Magic Archer
Wizard Magic Archer
Zap Wizard Magic Archer
Zap Wizard
Goblin Gang Elite Barbarians Electro Wizard
Zap Knight Wizard Electro Wizard Magic Archer
Zap Wizard Magic Archer
Knight Elite Barbarians Magic Archer
Magic Archer
Zap Elite Barbarians Magic Archer
Zap Wizard Magic Archer
Magic Archer Wizard
Zap Wizard Electro Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Wizard
Zap
Zap Wizard Magic Archer
Zap Wizard Electro Wizard Magic Archer
Zap Wizard Magic Archer
Zap Magic Archer
Elite Barbarians Zap Wizard Electro Wizard Magic Archer
Zap Electro Wizard Wizard
Elite Barbarians
Zap Wizard Magic Archer
Zap Electro Wizard Magic Archer
Wizard Magic Archer
Zap Electro Wizard Goblin Gang Magic Archer
Zap Wizard Electro Wizard Magic Archer
Knight Goblin Gang Wizard Electro Wizard Magic Archer
Zap Wizard Magic Archer
Zap
Elite Barbarians
Zap Goblin Gang Elite Barbarians Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer

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