My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

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.

Balloon Electro Wizard Lumberjack Goblinstein

Offensive cards

Win conditions

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

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.

Balloon 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.

Goblins Battle Healer Balloon 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.

Balloon 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
Guards Balloon
Giant Snowball
Goblins Guards Balloon Lumberjack
Zap
Goblins Guards Balloon
Barbarian Barrel
Goblins Guards Electro Wizard Lumberjack
The Log
Goblins Guards Lumberjack
Earthquake
Guards
Arrows
Goblins Guards
Royal Delivery
Goblins Battle Healer Guards Balloon Electro Wizard Lumberjack
Fireball
Battle Healer Balloon Electro Wizard Lumberjack
Poison
Battle Healer Guards Balloon Electro Wizard
Lightning
Battle Healer Balloon Electro Wizard Lumberjack Goblinstein
Rocket
Battle Healer Balloon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Battle Healer Guards

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins The Log Guards Battle Healer Electro Wizard Lumberjack Balloon Goblinstein

Shortest cycle

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

11 Goblins The Log Guards Battle Healer

Attack Synergies 1 9

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
Battle Healer
Balloon Electro Wizard Lumberjack
Guards
The Log Lumberjack
Balloon
Lumberjack Battle Healer The Log Electro Wizard
The Log
Guards Balloon Lumberjack
Electro Wizard
Battle Healer Balloon Lumberjack
Lumberjack
Balloon Battle Healer Guards The Log Electro Wizard
Goblinstein

Defense Synergies 0 12

Goblins
Battle Healer The Log Electro Wizard
Battle Healer
Goblins The Log Electro Wizard Lumberjack
Guards
The Log Electro Wizard Lumberjack
Balloon
The Log
Goblins Battle Healer Guards Electro Wizard Lumberjack
Electro Wizard
Goblins Battle Healer Guards The Log Lumberjack
Lumberjack
Battle Healer Guards The Log Electro Wizard
Goblinstein

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.

The Log Electro Wizard
Lumberjack Goblins Battle Healer The Log Electro Wizard
Lumberjack Goblins Electro Wizard
Lumberjack Goblins Guards Electro Wizard
Battle Healer The Log Lumberjack
The Log Goblins Guards Electro Wizard Lumberjack
Electro Wizard
Battle Healer The Log Electro Wizard
Goblins Lumberjack
Guards Goblins Battle Healer Electro Wizard Lumberjack
Goblins Guards Electro Wizard The Log Lumberjack
Electro Wizard
Lumberjack Battle Healer Guards The Log Electro Wizard
Goblins Guards The Log Electro Wizard Lumberjack
Electro Wizard Lumberjack
The Log Electro Wizard Lumberjack
Goblins Electro Wizard Lumberjack
Goblins Battle Healer Guards The Log Electro Wizard Lumberjack
The Log Battle Healer Guards Electro Wizard Lumberjack
Electro Wizard Lumberjack
Goblins Battle Healer Guards The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Goblins Battle Healer Electro Wizard
Electro Wizard Battle Healer The Log Lumberjack
Guards Lumberjack Goblins Battle Healer The Log Electro Wizard
Guards Lumberjack Battle Healer The Log Electro Wizard
Battle Healer Guards Lumberjack
Electro Wizard
Guards Goblins Battle Healer Electro Wizard Lumberjack
Battle Healer Lumberjack
Electro Wizard Goblins The Log
Guards
Guards Lumberjack
Guards The Log Electro Wizard
Guards Lumberjack
Guards Electro Wizard Goblins Battle Healer The Log Lumberjack
Battle Healer 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.)

Guards The Log
The Log Electro Wizard
The Log
Guards The Log
The Log
The Log
The Log
The Log
Goblins Guards Electro Wizard Lumberjack
The Log Electro Wizard
The Log
The Log
The Log
The Log
The Log Electro Wizard
The Log
The Log
The Log
The Log
The Log
The Log Electro Wizard
The Log
The Log
Electro Wizard
Electro Wizard Guards
The Log
Electro Wizard
The Log
Electro Wizard Guards
Electro Wizard
The Log
Electro Wizard Lumberjack
The Log
Guards The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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