My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Wall Breakers

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Baby Dragon Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Baby Dragon Balloon Electro Wizard

Offensive cards

Win conditions

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

Mortar Royal Giant Hog Rider Balloon

Damage spells

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

The Log

Punishments

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

Mortar Royal Giant Hog Rider 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.

Goblins Mortar Royal Giant Hog Rider Baby Dragon 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.

Hog Rider Balloon 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 Hog Rider Balloon
Giant Snowball
Goblins Hog Rider Baby Dragon Balloon
Zap
Goblins Mortar Royal Giant Balloon
Barbarian Barrel
Goblins Mortar Electro Wizard
The Log
Goblins Royal Giant Hog Rider
Earthquake
Mortar Hog Rider
Arrows
Goblins
Royal Delivery
Goblins Hog Rider Baby Dragon Balloon Electro Wizard
Fireball
Mortar Hog Rider Baby Dragon Balloon Electro Wizard
Poison
Mortar Balloon Electro Wizard
Lightning
Mortar Baby Dragon Balloon Electro Wizard
Rocket
Mortar Hog Rider Balloon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Baby Dragon 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.

Baby Dragon

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins The Log Mortar Hog Rider Baby Dragon Electro Wizard Balloon Royal Giant

Shortest cycle

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

12 Goblins The Log Mortar Hog Rider

Attack Synergies 3 16

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
Hog Rider Royal Giant Baby Dragon
Mortar
Royal Giant Hog Rider Baby Dragon The Log
Royal Giant
Mortar Goblins Hog Rider Baby Dragon The Log Electro Wizard
Hog Rider
Goblins The Log Mortar Royal Giant Baby Dragon Balloon Electro Wizard
Baby Dragon
Goblins Mortar Royal Giant Hog Rider Balloon Electro Wizard
Balloon
Hog Rider Baby Dragon The Log Electro Wizard
The Log
Hog Rider Mortar Royal Giant Balloon
Electro Wizard
Royal Giant Hog Rider Baby Dragon Balloon

Defense Synergies 0 8

Goblins
Mortar The Log Electro Wizard
Mortar
Goblins Baby Dragon The Log Electro Wizard
Royal Giant
Hog Rider
Baby Dragon
Mortar The Log
Balloon
The Log
Goblins Mortar Baby Dragon Electro Wizard
Electro Wizard
Goblins Mortar 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.

Mortar Baby Dragon The Log Electro Wizard
Goblins Mortar The Log Electro Wizard
Mortar Goblins Electro Wizard
Goblins Mortar Electro Wizard
The Log
The Log Goblins Baby Dragon Electro Wizard
Electro Wizard Mortar Baby Dragon
Baby Dragon The Log Electro Wizard
Goblins Mortar
Goblins Electro Wizard
Goblins Electro Wizard Baby Dragon The Log
Baby Dragon Electro Wizard
Mortar The Log Electro Wizard
Goblins Mortar Baby Dragon The Log Electro Wizard
Mortar Electro Wizard
Mortar The Log Electro Wizard
Goblins Mortar Electro Wizard
Mortar Goblins Baby Dragon The Log Electro Wizard
Mortar Baby Dragon The Log Electro Wizard
Mortar Electro Wizard
Goblins Baby Dragon 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 Mortar Baby Dragon The Log
Goblins The Log Electro Wizard
The Log Electro Wizard
Baby Dragon Electro Wizard
Goblins Electro Wizard
Electro Wizard Goblins Mortar Baby Dragon The Log
The Log Electro Wizard
Baby Dragon
Electro Wizard Goblins Mortar Baby Dragon The Log
Baby Dragon 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.)

Mortar Baby Dragon The Log
Mortar Baby Dragon The Log Electro Wizard
Baby Dragon The Log
The Log
Mortar Baby Dragon The Log
Baby Dragon
Mortar Baby Dragon The Log
The Log Baby Dragon
The Log Mortar
Goblins Electro Wizard
Mortar The Log Electro Wizard
Baby Dragon
Mortar Baby Dragon The Log
Mortar Baby Dragon
Mortar Baby Dragon The Log
Mortar Baby Dragon The Log
Mortar Baby Dragon The Log
Mortar
Mortar Baby Dragon The Log Electro Wizard
Mortar Baby Dragon The Log
Baby Dragon The Log
The Log
Mortar Baby Dragon The Log
The Log Mortar Baby Dragon
Mortar The Log Baby Dragon Electro Wizard
Mortar Baby Dragon The Log
Mortar Baby Dragon The Log
Baby Dragon Electro Wizard
Electro Wizard
Mortar The Log
Electro Wizard
The Log
Electro Wizard
Baby Dragon Electro Wizard
The Log
Baby Dragon Electro Wizard
The Log Mortar Baby Dragon
Baby Dragon The Log Electro Wizard
Electro Wizard
Mortar Baby Dragon The Log Electro Wizard

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