My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Good
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 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.

Goblin Gang 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.

Goblin Demolisher Goblin Giant Electro Wizard

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.

Zap Goblin Curse

Punishments

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

Goblin Gang Goblin Giant

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 Goblin Gang Goblin Giant

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 Goblin Machine

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 Goblin Demolisher Goblin Curse
Giant Snowball
Goblins Goblin Gang Goblin Curse
Zap
Goblins Goblin Gang Goblin Curse Goblin Giant
Barbarian Barrel
Goblins Goblin Gang Goblin Curse Electro Wizard
The Log
Goblins Goblin Gang Goblin Demolisher Goblin Curse
Earthquake
Goblin Gang
Arrows
Goblins Goblin Gang Goblin Curse
Royal Delivery
Goblins Goblin Gang Goblin Demolisher Electro Wizard
Fireball
Goblin Gang Electro Wizard
Poison
Goblin Gang Goblin Curse Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Zap Goblin Demolisher Goblin Machine

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.

Goblin Demolisher Goblin Curse Goblin Machine

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 Goblin Gang 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 Zap Goblin Curse Goblin Gang Goblin Demolisher Electro Wizard Goblin Machine Goblin Giant

Shortest cycle

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

9 Goblins Zap Goblin Curse Goblin Gang

Attack Synergies 5 7

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
Zap
Zap
Goblin Curse Goblin Giant Electro Wizard Goblins Goblin Demolisher
Goblin Gang
Goblin Giant
Goblin Demolisher
Goblin Giant Zap Goblin Curse Goblin Machine
Goblin Curse
Zap Goblin Machine Goblin Demolisher
Goblin Giant
Zap Goblin Demolisher Goblin Gang Electro Wizard Goblin Machine
Electro Wizard
Zap Goblin Giant
Goblin Machine
Goblin Curse Goblin Demolisher Goblin Giant

Defense Synergies 2 9

Goblins
Zap Goblin Demolisher Electro Wizard
Zap
Goblin Giant Electro Wizard Goblins Goblin Gang Goblin Demolisher
Goblin Gang
Zap Electro Wizard
Goblin Demolisher
Goblins Zap Goblin Machine
Goblin Curse
Goblin Machine
Goblin Giant
Zap Electro Wizard
Electro Wizard
Zap Goblins Goblin Gang Goblin Giant
Goblin Machine
Goblin Demolisher Goblin Curse

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 Goblin Demolisher Goblin Giant Electro Wizard
Goblins Zap Goblin Gang Goblin Curse Electro Wizard
Goblin Gang Goblins Goblin Curse Electro Wizard
Goblins Goblin Gang Goblin Curse Electro Wizard
Goblin Demolisher
Goblin Gang Goblins Zap Goblin Demolisher Electro Wizard
Electro Wizard Zap Goblin Gang Goblin Curse
Zap Goblin Giant Electro Wizard
Goblins Goblin Gang Goblin Curse
Goblin Gang Goblins Electro Wizard
Goblins Goblin Gang Goblin Curse Electro Wizard Zap Goblin Demolisher Goblin Giant
Zap Goblin Gang Goblin Curse Electro Wizard
Zap Goblin Gang Goblin Curse Electro Wizard
Goblins Zap Goblin Gang Goblin Demolisher Goblin Curse Electro Wizard
Goblin Gang Goblin Curse Electro Wizard
Zap Goblin Gang Goblin Curse Electro Wizard
Goblins Goblin Gang Electro Wizard
Goblins Zap Goblin Gang Goblin Demolisher Electro Wizard
Zap Goblin Demolisher Goblin Curse Electro Wizard
Goblin Curse Electro Wizard
Goblin Gang Goblin Demolisher Goblins Goblin Curse Goblin Giant Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Goblins Zap Electro Wizard
Electro Wizard Zap Goblin Gang
Goblin Gang Goblins Zap Goblin Giant Electro Wizard
Goblin Gang Zap Goblin Giant Electro Wizard
Goblin Gang Goblin Curse Goblin Giant
Zap Goblin Gang Goblin Demolisher Goblin Curse Goblin Giant Electro Wizard
Goblin Gang Goblins Goblin Giant Electro Wizard
Goblin Curse Goblin Giant
Zap Electro Wizard Goblins
Goblin Gang Goblin Curse Goblin Giant
Zap Goblin Giant Electro Wizard
Goblin Gang Goblin Curse Goblin Giant
Goblin Demolisher Goblin Curse
Goblin Gang Electro Wizard Goblins Zap Goblin Giant
Zap Goblin Curse Electro Wizard
Zap 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.)

Zap Goblin Curse Electro Wizard
Goblin Giant
Zap Goblin Demolisher Goblin Curse
Zap Goblin Curse Goblin Giant Goblin Machine
Goblin Demolisher
Zap Goblin Demolisher Goblin Curse
Zap
Goblins Goblin Gang Electro Wizard
Zap Electro Wizard Goblin Machine
Zap Goblin Curse
Zap
Zap Goblin Demolisher
Goblin Demolisher
Zap Goblin Demolisher Electro Wizard Goblin Machine
Zap Goblin Demolisher Goblin Curse Goblin Machine
Zap
Zap Goblin Demolisher Goblin Curse Goblin Machine
Zap Electro Wizard
Zap
Zap Goblin Curse
Zap Goblin Curse Electro Wizard
Zap Electro Wizard
Zap
Zap Electro Wizard
Goblin Curse
Zap Electro Wizard Goblin Gang
Zap Goblin Curse Electro Wizard
Goblin Gang Electro Wizard
Zap
Zap
Zap Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Goblin Giant Electro Wizard

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