My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Missing cards in your collection

Goblin Giant

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Minion Horde Wizard Baby Dragon 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.

Wizard Baby Dragon Electro Wizard Lumberjack Mega Knight

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Missing

Punishments

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

Goblin Gang Royal Hogs Lumberjack Mega Knight

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 Minion Horde Royal Hogs Baby Dragon Lumberjack 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.

Royal Hogs Electro Wizard Lumberjack

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 Minion Horde Royal Hogs
Giant Snowball
Goblin Gang Minion Horde Royal Hogs Baby Dragon Lumberjack
Zap
Goblin Gang Minion Horde Royal Hogs
Barbarian Barrel
Goblin Gang Wizard Royal Hogs Electro Wizard Lumberjack
The Log
Goblin Gang Royal Hogs Lumberjack
Earthquake
Goblin Gang Royal Hogs
Arrows
Goblin Gang Minion Horde Royal Hogs
Royal Delivery
Goblin Gang Minion Horde Wizard Royal Hogs Baby Dragon Electro Wizard Lumberjack
Fireball
Goblin Gang Minion Horde Wizard Royal Hogs Baby Dragon Electro Wizard Lumberjack
Poison
Goblin Gang Minion Horde Wizard Royal Hogs Electro Wizard
Lightning
Wizard Baby Dragon Electro Wizard Lumberjack
Rocket
Minion Horde Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Mega Knight

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.

Baby Dragon Mega Knight

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 Minion Horde 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Baby Dragon Electro Wizard Lumberjack Minion Horde Wizard Royal Hogs Mega Knight

Shortest cycle

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

15 Goblin Gang Baby Dragon Electro Wizard Lumberjack

Attack Synergies 1 15

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.

Goblin Gang
Royal Hogs Baby Dragon
Minion Horde
Mega Knight Lumberjack
Wizard
Royal Hogs Lumberjack Mega Knight
Royal Hogs
Goblin Gang Wizard Electro Wizard Lumberjack Mega Knight
Baby Dragon
Goblin Gang Electro Wizard Lumberjack Mega Knight
Electro Wizard
Royal Hogs Baby Dragon Lumberjack Mega Knight
Lumberjack
Minion Horde Wizard Royal Hogs Baby Dragon Electro Wizard Mega Knight
Mega Knight
Minion Horde Wizard Royal Hogs Baby Dragon Electro Wizard Lumberjack

Defense Synergies 0 9

Goblin Gang
Electro Wizard Lumberjack
Minion Horde
Wizard
Electro Wizard Lumberjack Mega Knight
Royal Hogs
Baby Dragon
Lumberjack Mega Knight
Electro Wizard
Goblin Gang Wizard Lumberjack Mega Knight
Lumberjack
Goblin Gang Wizard Baby Dragon Electro Wizard
Mega Knight
Wizard Baby Dragon 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.

Minion Horde Wizard Baby Dragon Electro Wizard
Minion Horde Lumberjack Goblin Gang Electro Wizard Mega Knight
Goblin Gang Minion Horde Lumberjack Mega Knight Electro Wizard
Minion Horde Lumberjack Goblin Gang Electro Wizard Mega Knight
Lumberjack Mega Knight
Goblin Gang Baby Dragon Electro Wizard Lumberjack Mega Knight
Minion Horde Electro Wizard Goblin Gang Wizard Baby Dragon
Baby Dragon Electro Wizard Mega Knight
Minion Horde Goblin Gang Lumberjack
Goblin Gang Minion Horde Electro Wizard Lumberjack Mega Knight
Goblin Gang Minion Horde Electro Wizard Wizard Baby Dragon Lumberjack Mega Knight
Minion Horde Goblin Gang Wizard Baby Dragon Electro Wizard
Minion Horde Lumberjack Mega Knight Goblin Gang Wizard Electro Wizard
Wizard Mega Knight Goblin Gang Minion Horde Baby Dragon Electro Wizard Lumberjack
Goblin Gang Minion Horde Electro Wizard Lumberjack Mega Knight
Minion Horde Goblin Gang Electro Wizard Lumberjack Mega Knight
Minion Horde Wizard Mega Knight Goblin Gang Electro Wizard Lumberjack
Mega Knight Goblin Gang Minion Horde Wizard Baby Dragon Electro Wizard Lumberjack
Wizard Baby Dragon Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack
Goblin Gang Wizard Mega Knight Minion Horde Baby Dragon Electro Wizard Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Mega Knight Electro Wizard
Electro Wizard Goblin Gang Wizard Baby Dragon Lumberjack Mega Knight
Goblin Gang Lumberjack Mega Knight Minion Horde Electro Wizard
Goblin Gang Lumberjack Mega Knight Minion Horde Electro Wizard
Goblin Gang Minion Horde Lumberjack Mega Knight
Wizard Goblin Gang Minion Horde Baby Dragon Electro Wizard
Goblin Gang Minion Horde Electro Wizard Lumberjack
Mega Knight Minion Horde Lumberjack
Minion Horde Electro Wizard Mega Knight Baby Dragon
Goblin Gang Minion Horde
Mega Knight Minion Horde Lumberjack
Mega Knight Electro Wizard
Mega Knight Goblin Gang Minion Horde Wizard Lumberjack
Wizard Minion Horde Baby Dragon Mega Knight
Goblin Gang Electro Wizard Minion Horde Baby Dragon Lumberjack
Mega Knight Minion Horde Wizard Baby Dragon 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.)

Minion Horde Baby Dragon
Baby Dragon Electro Wizard
Minion Horde Baby Dragon
Wizard Minion Horde Baby Dragon Mega Knight
Wizard Minion Horde Baby Dragon
Minion Horde Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Goblin Gang Minion Horde Electro Wizard Lumberjack
Minion Horde Wizard Electro Wizard
Wizard Baby Dragon
Baby Dragon
Minion Horde Baby Dragon
Baby Dragon
Minion Horde Wizard Baby Dragon
Minion Horde Wizard Baby Dragon Mega Knight
Minion Horde
Wizard Baby Dragon Electro Wizard Mega Knight
Wizard Baby Dragon Mega Knight
Minion Horde Baby Dragon Mega Knight
Wizard
Minion Horde Baby Dragon
Wizard Baby Dragon Mega Knight
Minion Horde
Wizard Baby Dragon Electro Wizard
Wizard Baby Dragon Mega Knight
Baby Dragon
Minion Horde Wizard Baby Dragon Electro Wizard
Electro Wizard Minion Horde Wizard
Minion Horde
Minion Horde Wizard Mega Knight
Minion Horde Electro Wizard
Minion Horde Mega Knight
Wizard
Minion Horde Electro Wizard Goblin Gang
Wizard Baby Dragon Electro Wizard
Goblin Gang Minion Horde Wizard Baby Dragon Electro Wizard Lumberjack Mega Knight
Wizard Baby Dragon
Minion Horde Mega Knight
Goblin Gang Minion Horde Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Electro Wizard Mega Knight

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