My Best Clash Royale Deck

Deck Check Rating

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

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 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 Musketeer Wizard 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.

Knight Musketeer Wizard Giant Skeleton Fisherman Electro Wizard

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.

The Log

Punishments

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

Goblin Gang

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 Giant Skeleton

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.

Giant Skeleton 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
Goblin Gang Giant Skeleton Fisherman
Giant Snowball
Goblin Gang Musketeer Fisherman
Zap
Goblin Gang Fisherman
Barbarian Barrel
Knight Goblin Gang Musketeer Wizard Giant Skeleton Electro Wizard
The Log
Goblin Gang Musketeer Giant Skeleton Fisherman
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Musketeer Wizard Giant Skeleton Fisherman Electro Wizard
Fireball
Goblin Gang Musketeer Wizard Fisherman Electro Wizard
Poison
Goblin Gang Musketeer Wizard Fisherman Electro Wizard
Lightning
Knight Musketeer Wizard Fisherman Electro Wizard
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Knight Giant Skeleton

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 Musketeer 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.

The Log Knight Goblin Gang Fisherman Musketeer Electro Wizard Wizard Giant Skeleton

Shortest cycle

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

11 The Log Knight Goblin Gang Fisherman

Attack Synergies 2 12

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.

Knight
Goblin Gang Musketeer Wizard The Log Electro Wizard
Goblin Gang
Knight Giant Skeleton
Musketeer
Knight Giant Skeleton The Log Fisherman
Wizard
Knight Giant Skeleton
Giant Skeleton
Goblin Gang Musketeer Wizard The Log Fisherman Electro Wizard
The Log
Knight Musketeer Giant Skeleton Fisherman
Fisherman
Musketeer Giant Skeleton The Log
Electro Wizard
Knight Giant Skeleton

Defense Synergies 5 17

Knight
Goblin Gang Musketeer Electro Wizard Wizard The Log Fisherman
Goblin Gang
Knight Musketeer Giant Skeleton The Log Fisherman Electro Wizard
Musketeer
Knight Goblin Gang The Log Giant Skeleton Fisherman Electro Wizard
Wizard
Knight Giant Skeleton The Log Electro Wizard
Giant Skeleton
Goblin Gang Musketeer Wizard The Log Electro Wizard
The Log
Musketeer Knight Goblin Gang Wizard Giant Skeleton Fisherman Electro Wizard
Fisherman
Knight Goblin Gang Musketeer The Log
Electro Wizard
Knight Goblin Gang Musketeer Wizard Giant Skeleton 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.

Knight Musketeer Wizard The Log Electro Wizard
Knight Goblin Gang Musketeer The Log Fisherman Electro Wizard
Goblin Gang Fisherman Knight Musketeer Giant Skeleton Electro Wizard
Knight Goblin Gang Musketeer Fisherman Electro Wizard
Giant Skeleton The Log
Goblin Gang The Log Musketeer Electro Wizard
Musketeer Electro Wizard Goblin Gang Wizard
Musketeer Giant Skeleton The Log Electro Wizard
Goblin Gang Musketeer Fisherman
Knight Goblin Gang Musketeer Giant Skeleton Fisherman Electro Wizard
Goblin Gang Electro Wizard Knight Musketeer Wizard Giant Skeleton The Log Fisherman
Musketeer Goblin Gang Wizard Electro Wizard
Knight Goblin Gang Musketeer Wizard Giant Skeleton The Log Electro Wizard
Wizard Goblin Gang The Log Electro Wizard
Knight Goblin Gang Electro Wizard
Goblin Gang The Log Fisherman Electro Wizard
Wizard Knight Goblin Gang Musketeer Fisherman Electro Wizard
Knight Goblin Gang Musketeer Wizard The Log Fisherman Electro Wizard
Wizard The Log Knight Musketeer Giant Skeleton Fisherman Electro Wizard
Musketeer Fisherman Electro Wizard
Goblin Gang Wizard Knight Musketeer Giant Skeleton The Log Fisherman Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Giant Skeleton Fisherman Electro Wizard
Electro Wizard Knight Goblin Gang Musketeer Wizard The Log Fisherman
Goblin Gang Giant Skeleton Knight Musketeer The Log Fisherman Electro Wizard
Goblin Gang Giant Skeleton Knight Musketeer The Log Fisherman Electro Wizard
Giant Skeleton Knight Goblin Gang Musketeer Fisherman
Wizard Goblin Gang Musketeer Electro Wizard
Goblin Gang Knight Musketeer Giant Skeleton Electro Wizard
Giant Skeleton Knight Fisherman
Giant Skeleton Electro Wizard Knight The Log
Goblin Gang Musketeer
Knight Musketeer Giant Skeleton
Giant Skeleton The Log Electro Wizard
Giant Skeleton Knight Goblin Gang Wizard
Wizard Musketeer
Goblin Gang Electro Wizard Knight Musketeer Giant Skeleton The Log Fisherman
Musketeer Wizard Giant Skeleton The Log Electro Wizard
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.)

Knight Musketeer Giant Skeleton The Log
Musketeer The Log Fisherman Electro Wizard
Giant Skeleton The Log
Knight Musketeer Giant Skeleton The Log
Wizard The Log
Wizard Musketeer
Musketeer Wizard The Log
The Log Wizard
The Log Wizard Fisherman
Goblin Gang Musketeer Fisherman Electro Wizard
Knight Musketeer Wizard The Log Fisherman Electro Wizard
Musketeer Wizard
Knight Musketeer The Log Fisherman
Musketeer Fisherman
Musketeer The Log Fisherman
Musketeer Wizard The Log
Musketeer Wizard The Log
Fisherman
Musketeer Wizard The Log Fisherman Electro Wizard
Wizard The Log
Musketeer Giant Skeleton The Log
Wizard
Musketeer The Log Fisherman
Musketeer The Log
The Log Wizard
Fisherman
The Log Musketeer Wizard Fisherman Electro Wizard
Musketeer Wizard The Log Fisherman
Musketeer The Log Fisherman
Musketeer Wizard Electro Wizard
Electro Wizard Musketeer Wizard
Musketeer Wizard The Log
Electro Wizard
Giant Skeleton
Wizard The Log
Electro Wizard Goblin Gang Musketeer
Musketeer Wizard Electro Wizard
The Log
Knight Goblin Gang Musketeer Wizard Electro Wizard
The Log Musketeer Wizard
Giant Skeleton
Musketeer
Goblin Gang Musketeer Giant Skeleton The Log Electro Wizard
Musketeer Electro Wizard
Musketeer Giant Skeleton The Log Electro Wizard
Wizard

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