My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
F2P score
RIP

3 warnings Why?

Deck tips

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

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions 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.

Knight Goblin Giant Electro Wizard Lumberjack Sparky

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows Rage

Punishments

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

Goblin Giant Lumberjack

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 Giant Lumberjack

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 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
Minions Sparky
Giant Snowball
Minions Lumberjack
Zap
Minions Goblin Giant Sparky
Barbarian Barrel
Knight Electro Wizard Lumberjack Sparky
The Log
Lumberjack Sparky
Earthquake
Arrows
Minions
Royal Delivery
Knight Minions Electro Wizard Lumberjack Sparky
Fireball
Minions Electro Wizard Lumberjack Sparky
Poison
Minions Electro Wizard Sparky
Lightning
Knight Electro Wizard Lumberjack Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Sparky

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.

Arrows Knight Rage Sparky

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.

Minions 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Knight Minions Electro Wizard Lumberjack Goblin Giant Sparky

Shortest cycle

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

11 Rage Arrows Knight Minions

Attack Synergies 5 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.

Arrows
Sparky Knight Goblin Giant Lumberjack
Knight
Minions Arrows Electro Wizard Lumberjack Sparky
Minions
Knight Rage Goblin Giant Lumberjack Sparky
Rage
Minions Sparky Goblin Giant Electro Wizard
Goblin Giant
Sparky Arrows Minions Rage Electro Wizard Lumberjack
Electro Wizard
Knight Rage Goblin Giant Lumberjack Sparky
Lumberjack
Arrows Knight Minions Goblin Giant Electro Wizard Sparky
Sparky
Arrows Rage Goblin Giant Knight Minions Electro Wizard Lumberjack

Defense Synergies 2 11

Arrows
Knight Lumberjack Sparky
Knight
Minions Electro Wizard Arrows Lumberjack Sparky
Minions
Knight Goblin Giant Electro Wizard Lumberjack
Rage
Goblin Giant
Minions Electro Wizard Sparky
Electro Wizard
Knight Minions Goblin Giant Lumberjack
Lumberjack
Arrows Knight Minions Electro Wizard
Sparky
Arrows Knight Goblin Giant

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 Minions Goblin Giant Electro Wizard Sparky
Lumberjack Sparky Knight Minions Electro Wizard
Lumberjack Sparky Knight Minions Electro Wizard
Lumberjack Sparky Knight Minions Electro Wizard
Arrows Lumberjack Sparky
Arrows Minions Electro Wizard Lumberjack
Minions Electro Wizard Arrows
Arrows Goblin Giant Electro Wizard Sparky
Sparky Minions Lumberjack
Knight Electro Wizard Lumberjack Sparky
Minions Electro Wizard Arrows Knight Goblin Giant Lumberjack
Arrows Minions Electro Wizard
Lumberjack Sparky Knight Minions Electro Wizard
Sparky Arrows Minions Electro Wizard Lumberjack
Sparky Knight Electro Wizard Lumberjack
Electro Wizard Lumberjack Sparky
Sparky Arrows Knight Minions Electro Wizard Lumberjack
Arrows Knight Minions Electro Wizard Lumberjack
Arrows Knight Minions Electro Wizard Lumberjack
Sparky Electro Wizard Lumberjack
Arrows Knight Minions Goblin Giant Electro Wizard Lumberjack Sparky
Lumberjack Sparky

Counters to secondary win conditions

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

Knight Lumberjack Electro Wizard Sparky
Electro Wizard Arrows Knight Lumberjack
Lumberjack Knight Minions Goblin Giant Electro Wizard Sparky
Lumberjack Knight Goblin Giant Electro Wizard Sparky
Knight Goblin Giant Lumberjack Sparky
Arrows Minions Goblin Giant Electro Wizard
Sparky Knight Minions Goblin Giant Electro Wizard Lumberjack
Knight Goblin Giant Lumberjack Sparky
Electro Wizard Knight Minions Sparky
Goblin Giant Sparky
Knight Minions Lumberjack Sparky
Arrows Goblin Giant Electro Wizard
Knight Goblin Giant Lumberjack Sparky
Sparky
Electro Wizard Sparky Knight Minions Goblin Giant Lumberjack
Arrows Minions Electro Wizard Sparky
Arrows 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.)

Arrows Knight Sparky
Arrows Electro Wizard
Arrows Goblin Giant Sparky
Arrows Knight Sparky
Arrows Sparky
Arrows Minions Goblin Giant
Arrows Sparky
Arrows
Arrows
Minions Electro Wizard Lumberjack Sparky
Arrows Knight Electro Wizard Sparky
Arrows
Knight Sparky
Arrows Minions
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Minions Sparky
Arrows Electro Wizard Sparky
Arrows
Minions Sparky
Arrows
Sparky
Arrows
Arrows Sparky
Arrows Electro Wizard Sparky
Arrows Sparky
Arrows Sparky
Arrows Electro Wizard Sparky
Electro Wizard Minions
Sparky
Arrows Sparky
Arrows Electro Wizard Sparky
Sparky
Arrows Sparky
Electro Wizard Minions
Arrows Electro Wizard
Arrows
Knight Electro Wizard Lumberjack Sparky
Arrows
Arrows Sparky
Sparky
Minions Electro Wizard Sparky
Electro Wizard
Goblin Giant Electro Wizard Sparky
Sparky
Sparky

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