My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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.

Electro Wizard Sparky Goblinstein

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.

Zap Fireball Tornado

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.

Fireball

Dropped at the bridge

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

Goblin Gang

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

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 Sparky
Giant Snowball
Goblin Gang
Zap
Goblin Gang Sparky
Barbarian Barrel
Goblin Gang Electro Wizard Sparky
The Log
Goblin Gang Sparky
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Electro Wizard Sparky
Fireball
Goblin Gang Electro Wizard Sparky
Poison
Goblin Gang Electro Wizard Sparky
Lightning
Electro Wizard Sparky Goblinstein
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Tornado 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.

Tornado Sparky

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.

Fireball

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 Fireball 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.

Mirror Zap Goblin Gang Tornado Fireball Electro Wizard Goblinstein Sparky

Shortest cycle

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

8 Mirror Zap Goblin Gang Tornado

Attack Synergies 8 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.

Zap
Fireball Mirror Tornado Electro Wizard Sparky
Goblin Gang
Mirror Sparky
Fireball
Zap Mirror Tornado Electro Wizard Sparky
Mirror
Zap Fireball Goblin Gang Tornado Sparky
Tornado
Zap Fireball Sparky Mirror
Electro Wizard
Zap Fireball Sparky
Sparky
Zap Tornado Goblin Gang Fireball Mirror Electro Wizard
Goblinstein

Defense Synergies 7 11

Zap
Fireball Mirror Electro Wizard Goblin Gang Tornado Sparky
Goblin Gang
Zap Mirror Electro Wizard Sparky
Fireball
Zap Mirror Tornado Electro Wizard
Mirror
Zap Fireball Tornado Goblin Gang Electro Wizard Sparky
Tornado
Fireball Mirror Sparky Zap Electro Wizard Sparky
Electro Wizard
Zap Goblin Gang Fireball Mirror Tornado
Sparky
Tornado Zap Goblin Gang Mirror Tornado
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.

Zap Fireball Electro Wizard Sparky
Sparky Zap Goblin Gang Electro Wizard
Goblin Gang Tornado Sparky Electro Wizard
Sparky Goblin Gang Electro Wizard
Fireball Tornado Sparky
Goblin Gang Fireball Tornado Zap Electro Wizard
Tornado Electro Wizard Zap Goblin Gang Fireball
Zap Fireball Electro Wizard Sparky
Sparky Goblin Gang Tornado
Goblin Gang Tornado Electro Wizard Sparky
Goblin Gang Electro Wizard Zap Fireball Tornado
Zap Goblin Gang Fireball Tornado Electro Wizard
Sparky Zap Goblin Gang Fireball Electro Wizard
Fireball Sparky Zap Goblin Gang Tornado Electro Wizard
Sparky Goblin Gang Electro Wizard
Tornado Zap Goblin Gang Fireball Electro Wizard Sparky
Sparky Goblin Gang Fireball Tornado Electro Wizard
Fireball Zap Goblin Gang Tornado Electro Wizard
Zap Tornado Fireball Electro Wizard
Sparky Tornado Electro Wizard
Goblin Gang Fireball Electro Wizard Sparky

Counters to secondary win conditions

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

Goblin Gang Zap Fireball Electro Wizard Sparky
Fireball Electro Wizard Zap Goblin Gang
Goblin Gang Zap Electro Wizard Sparky
Goblin Gang Zap Fireball Tornado Electro Wizard Sparky
Goblin Gang Sparky
Fireball Zap Goblin Gang Tornado Electro Wizard
Goblin Gang Sparky Fireball Electro Wizard
Sparky
Zap Electro Wizard Fireball Tornado Sparky
Goblin Gang Sparky
Sparky
Zap Fireball Tornado Electro Wizard
Goblin Gang Fireball Sparky
Fireball Sparky
Goblin Gang Electro Wizard Sparky Zap Fireball Tornado
Zap Fireball Electro Wizard Sparky
Zap Fireball 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.)

Fireball Sparky
Fireball Zap Tornado Electro Wizard
Fireball Sparky
Fireball Sparky
Fireball Zap Sparky
Fireball Zap Tornado
Tornado Sparky
Fireball Zap Tornado
Fireball Zap Tornado
Goblin Gang Fireball Tornado Electro Wizard Sparky
Zap Fireball Tornado Electro Wizard Sparky
Fireball Zap Tornado
Fireball Sparky
Fireball
Zap Fireball Sparky
Zap Fireball Sparky
Fireball Sparky
Fireball Tornado Sparky
Sparky
Zap Fireball Electro Wizard Sparky
Zap Fireball Tornado
Fireball Sparky
Fireball Tornado
Tornado Sparky
Zap Fireball
Zap Tornado Fireball Sparky
Fireball Zap Tornado Electro Wizard Sparky
Fireball Zap Tornado Sparky
Fireball Zap Tornado Sparky
Zap Fireball Tornado Electro Wizard Sparky
Zap Electro Wizard Fireball
Fireball Sparky
Zap Fireball Sparky
Zap Fireball Electro Wizard Sparky
Sparky
Fireball Sparky
Zap Electro Wizard Goblin Gang Fireball
Fireball Zap Tornado Electro Wizard
Fireball
Fireball Goblin Gang Electro Wizard Sparky
Zap Fireball
Zap Fireball Tornado Sparky
Sparky
Zap Goblin Gang Fireball Tornado Electro Wizard Sparky
Zap Fireball Tornado Electro Wizard
Zap Fireball Tornado Electro Wizard Sparky
Sparky
Fireball Sparky

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