My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Zappies 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.

Zappies Wizard Giant Skeleton Lumberjack

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Arrows

Punishments

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

Goblin Gang Lumberjack Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Giant Skeleton 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.

Giant Skeleton Lumberjack Graveyard

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 Guards Giant Skeleton Graveyard
Giant Snowball
Goblin Gang Zappies Guards Lumberjack Graveyard
Zap
Goblin Gang Zappies Guards Graveyard
Barbarian Barrel
Goblin Gang Zappies Wizard Guards Giant Skeleton Lumberjack Graveyard
The Log
Goblin Gang Zappies Guards Giant Skeleton Lumberjack Graveyard
Earthquake
Goblin Gang Zappies Guards Graveyard
Arrows
Goblin Gang Zappies Guards Graveyard
Royal Delivery
Goblin Gang Zappies Wizard Guards Giant Skeleton Lumberjack Graveyard
Fireball
Goblin Gang Zappies Wizard Lumberjack
Poison
Goblin Gang Zappies Wizard Guards Graveyard
Lightning
Wizard Lumberjack
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Guards Giant Skeleton

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.

Graveyard

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 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.

Arrows Goblin Gang Guards Zappies Lumberjack Wizard Graveyard Giant Skeleton

Shortest cycle

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

13 Arrows Goblin Gang Guards Zappies

Attack Synergies 1 13

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
Graveyard Giant Skeleton Lumberjack
Goblin Gang
Giant Skeleton
Zappies
Giant Skeleton Lumberjack Graveyard
Wizard
Giant Skeleton Lumberjack
Guards
Lumberjack Graveyard
Giant Skeleton
Arrows Goblin Gang Zappies Wizard Lumberjack Graveyard
Lumberjack
Arrows Zappies Wizard Guards Giant Skeleton Graveyard
Graveyard
Arrows Zappies Guards Giant Skeleton Lumberjack

Defense Synergies 0 15

Arrows
Giant Skeleton Lumberjack
Goblin Gang
Zappies Guards Giant Skeleton Lumberjack
Zappies
Goblin Gang Guards Giant Skeleton Lumberjack
Wizard
Guards Giant Skeleton Lumberjack
Guards
Goblin Gang Zappies Wizard Giant Skeleton Lumberjack
Giant Skeleton
Arrows Goblin Gang Zappies Wizard Guards Lumberjack
Lumberjack
Arrows Goblin Gang Zappies Wizard Guards Giant Skeleton
Graveyard

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.

Zappies Wizard
Lumberjack Goblin Gang Zappies
Goblin Gang Lumberjack Zappies Giant Skeleton
Lumberjack Goblin Gang Zappies Guards
Arrows Giant Skeleton Lumberjack
Arrows Goblin Gang Zappies Guards Lumberjack
Arrows Goblin Gang Zappies Wizard
Arrows Giant Skeleton
Zappies Goblin Gang Lumberjack
Goblin Gang Guards Zappies Giant Skeleton Lumberjack
Goblin Gang Guards Arrows Zappies Wizard Giant Skeleton Lumberjack
Arrows Goblin Gang Zappies Wizard
Lumberjack Goblin Gang Zappies Wizard Guards Giant Skeleton
Wizard Arrows Goblin Gang Zappies Guards Lumberjack
Goblin Gang Zappies Lumberjack
Goblin Gang Zappies Lumberjack
Wizard Arrows Goblin Gang Zappies Lumberjack
Arrows Goblin Gang Zappies Wizard Guards Lumberjack
Arrows Wizard Zappies Guards Giant Skeleton Lumberjack
Zappies Lumberjack
Goblin Gang Wizard Arrows Zappies Guards Giant Skeleton Lumberjack

Counters to secondary win conditions

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

Goblin Gang Guards Lumberjack Zappies Giant Skeleton
Arrows Goblin Gang Wizard Lumberjack
Goblin Gang Zappies Guards Giant Skeleton Lumberjack
Goblin Gang Guards Giant Skeleton Lumberjack Zappies
Giant Skeleton Goblin Gang Zappies Guards Lumberjack
Arrows Wizard Goblin Gang Zappies
Goblin Gang Guards Zappies Giant Skeleton Lumberjack
Giant Skeleton Zappies Lumberjack
Giant Skeleton Zappies
Goblin Gang Zappies Guards
Zappies Guards Giant Skeleton Lumberjack
Arrows Guards Giant Skeleton
Giant Skeleton Goblin Gang Zappies Wizard Guards Lumberjack
Wizard Zappies
Goblin Gang Zappies Guards Giant Skeleton Lumberjack
Arrows Zappies Wizard Giant Skeleton
Arrows

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 Guards Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Guards Giant Skeleton
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Goblin Gang Guards Lumberjack
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Giant Skeleton
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Zappies Wizard Guards
Arrows Wizard
Arrows Zappies
Giant Skeleton
Arrows Wizard
Goblin Gang Zappies Guards
Arrows Zappies Wizard
Arrows
Goblin Gang Wizard Lumberjack
Arrows Wizard
Arrows Giant Skeleton
Goblin Gang Zappies Guards Giant Skeleton
Zappies
Giant Skeleton
Wizard

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