My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Great!
Synergy
Bad
Versatility
Good
F2P score
Good

2 problems 3 warnings Why?

Missing cards in your collection

Goblin Curse

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-ground high-damage unit!

You don't have a unit, that attacks ground 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Dart Goblin Goblin Hut

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Suspicious Bush Goblin Hut

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 The Log

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.

Electro Spirit Knight Dart Goblin

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 Spirit

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
Giant Snowball
Dart Goblin Goblin Hut
Zap
Dart Goblin Goblin Hut
Barbarian Barrel
Electro Spirit Knight Dart Goblin Goblin Hut
The Log
Electro Spirit Suspicious Bush Dart Goblin Goblin Hut
Earthquake
Goblin Hut
Arrows
Electro Spirit Suspicious Bush Dart Goblin Goblin Hut
Royal Delivery
Electro Spirit Knight Dart Goblin Goblin Hut
Fireball
Suspicious Bush Dart Goblin Goblin Hut
Poison
Suspicious Bush Dart Goblin Goblin Hut
Lightning
Knight Goblin Hut
Rocket
Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap 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.

Electro Spirit Knight Suspicious Bush

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.

Dart Goblin

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Electro Spirit Zap Suspicious Bush The Log Knight Dart Goblin Goblin Hut

Shortest cycle

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

5 Mirror Electro Spirit Zap Suspicious Bush

Attack Synergies 3 11

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.

Electro Spirit
Zap
Zap
Mirror Electro Spirit Knight Dart Goblin Goblin Hut The Log
Knight
Dart Goblin Zap Goblin Hut The Log
Suspicious Bush
Dart Goblin
Knight Zap Mirror The Log
Goblin Hut
Zap Knight Mirror The Log
Mirror
Zap The Log Dart Goblin Goblin Hut
The Log
Mirror Zap Knight Dart Goblin Goblin Hut

Defense Synergies 2 13

Electro Spirit
Zap The Log
Zap
Mirror Electro Spirit Knight Dart Goblin Goblin Hut The Log
Knight
Dart Goblin Zap Goblin Hut The Log
Suspicious Bush
Dart Goblin
Knight Zap Goblin Hut Mirror The Log
Goblin Hut
Zap Knight Dart Goblin Mirror
Mirror
Zap Dart Goblin Goblin Hut The Log
The Log
Electro Spirit Zap Knight Dart Goblin Mirror

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 Knight Dart Goblin Goblin Hut The Log
Zap Knight Dart Goblin Goblin Hut The Log
Goblin Hut Knight Dart Goblin
Goblin Hut Knight Dart Goblin
The Log
The Log Electro Spirit Zap Dart Goblin
Dart Goblin Electro Spirit Zap Goblin Hut
Electro Spirit Zap Dart Goblin The Log
Goblin Hut
Knight Dart Goblin
Dart Goblin Electro Spirit Zap Knight Goblin Hut The Log
Zap Dart Goblin Goblin Hut
Goblin Hut Zap Knight The Log
Electro Spirit Zap Dart Goblin Goblin Hut The Log
Knight Goblin Hut
Zap Goblin Hut The Log
Knight Goblin Hut
Electro Spirit Zap Knight Dart Goblin Goblin Hut The Log
Zap The Log Electro Spirit Knight Dart Goblin Goblin Hut
Dart Goblin Goblin Hut
Electro Spirit Knight Dart Goblin The Log

Counters to secondary win conditions

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

Knight Zap Goblin Hut
Zap Knight The Log
Zap Knight Goblin Hut The Log
Zap Knight The Log
Knight Goblin Hut
Electro Spirit Zap Dart Goblin Goblin Hut
Knight Dart Goblin Goblin Hut
Knight
Zap Electro Spirit Knight Goblin Hut The Log
Dart Goblin Goblin Hut
Knight Dart Goblin Goblin Hut
Zap The Log
Knight
Dart Goblin
Goblin Hut Electro Spirit Zap Knight Dart Goblin The Log
Electro Spirit Zap Dart Goblin Goblin Hut The Log
Electro Spirit Zap Goblin Hut

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.)

Knight Dart Goblin The Log
Zap Dart Goblin The Log
Dart Goblin Goblin Hut The Log
Knight Dart Goblin The Log
Zap The Log
Electro Spirit Zap Dart Goblin
Dart Goblin The Log
The Log Zap Dart Goblin
The Log Zap Dart Goblin
Zap Knight Dart Goblin The Log
Zap Dart Goblin
Knight Dart Goblin Goblin Hut The Log
Dart Goblin
Zap Dart Goblin Goblin Hut The Log
Zap Dart Goblin Goblin Hut The Log
Dart Goblin Goblin Hut The Log
Zap Dart Goblin The Log
Zap Dart Goblin The Log
The Log
The Log
Zap The Log
Zap The Log Electro Spirit
The Log Zap Dart Goblin
Zap The Log
Zap Dart Goblin The Log
Zap Dart Goblin
Zap Electro Spirit Dart Goblin Goblin Hut
Zap Dart Goblin The Log
Zap Electro Spirit
The Log
Zap Electro Spirit Dart Goblin Goblin Hut
Zap Dart Goblin
The Log
Knight Dart Goblin
The Log Zap Dart Goblin
Zap
Dart Goblin
Zap Electro Spirit Dart Goblin The Log
Zap Dart Goblin
Zap Dart Goblin The Log
Dart Goblin

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