My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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.

Archers 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.

Archers Bandit Electro Wizard Mega Knight

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

Punishments

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

Goblin Gang Bandit Mega Knight

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.

Goblin Gang Bandit Mega Knight

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Mega Knight

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.

Mega Knight

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 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 The Log Archers Goblin Gang Bandit Electro Wizard Mega Knight

Shortest cycle

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

7 Mirror Zap The Log Archers

Attack Synergies 3 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.

Zap
Mirror Electro Wizard Archers The Log Bandit Mega Knight
Archers
Zap Bandit Mega Knight
Goblin Gang
Mirror Bandit
Mirror
Zap The Log Goblin Gang
The Log
Mirror Zap Bandit Mega Knight
Bandit
Zap Archers Goblin Gang The Log Electro Wizard Mega Knight
Electro Wizard
Zap Bandit Mega Knight
Mega Knight
Zap Archers The Log Bandit Electro Wizard

Defense Synergies 3 22

Zap
Mirror Electro Wizard Mega Knight Archers Goblin Gang The Log Bandit
Archers
Zap Goblin Gang The Log Bandit Electro Wizard Mega Knight
Goblin Gang
Zap Archers Mirror The Log Bandit Electro Wizard
Mirror
Zap Goblin Gang The Log Electro Wizard Mega Knight
The Log
Zap Archers Goblin Gang Mirror Bandit Electro Wizard Mega Knight
Bandit
Zap Archers Goblin Gang The Log Electro Wizard Mega Knight
Electro Wizard
Zap Archers Goblin Gang Mirror The Log Bandit Mega Knight
Mega Knight
Zap Archers Mirror The Log Bandit Electro Wizard

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 The Log Electro Wizard
Zap Goblin Gang The Log Bandit Electro Wizard Mega Knight
Goblin Gang Mega Knight Archers Bandit Electro Wizard
Goblin Gang Bandit Electro Wizard Mega Knight
The Log Mega Knight
Goblin Gang The Log Zap Archers Bandit Electro Wizard Mega Knight
Electro Wizard Zap Archers Goblin Gang
Zap The Log Bandit Electro Wizard Mega Knight
Goblin Gang
Goblin Gang Archers Bandit Electro Wizard Mega Knight
Archers Goblin Gang Electro Wizard Zap The Log Bandit Mega Knight
Zap Archers Goblin Gang Electro Wizard
Mega Knight Zap Goblin Gang The Log Bandit Electro Wizard
Mega Knight Zap Goblin Gang The Log Electro Wizard
Goblin Gang Bandit Electro Wizard Mega Knight
Zap Goblin Gang The Log Bandit Electro Wizard Mega Knight
Mega Knight Goblin Gang Electro Wizard
Mega Knight Zap Archers Goblin Gang The Log Bandit Electro Wizard
Zap The Log Archers Bandit Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Mega Knight Archers The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Archers Bandit Electro Wizard
Bandit Electro Wizard Zap Archers Goblin Gang The Log Mega Knight
Goblin Gang Bandit Mega Knight Zap The Log Electro Wizard
Goblin Gang Mega Knight Zap The Log Bandit Electro Wizard
Goblin Gang Bandit Mega Knight
Zap Archers Goblin Gang Electro Wizard
Goblin Gang Archers Bandit Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight The Log Bandit
Goblin Gang
Mega Knight
Mega Knight Zap The Log Electro Wizard
Mega Knight Goblin Gang Bandit
Archers Mega Knight
Goblin Gang Electro Wizard Zap Archers The Log
Mega Knight Zap Archers The Log 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.)

The Log Bandit
Zap The Log Bandit Electro Wizard
The Log Bandit
The Log
Zap The Log Mega Knight
Zap
Archers The Log
The Log Zap
The Log Zap Bandit
Goblin Gang Electro Wizard
Zap The Log Bandit Electro Wizard
Zap Archers
The Log Bandit
Bandit
Zap The Log
Zap The Log Bandit
The Log Bandit Mega Knight
Zap Archers The Log Bandit Electro Wizard Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Mega Knight
The Log Zap Bandit Electro Wizard
Zap The Log Bandit Mega Knight
Zap The Log Bandit
Zap Archers Electro Wizard
Zap Electro Wizard
Zap The Log Bandit Mega Knight
Zap Electro Wizard
Mega Knight
The Log
Zap Electro Wizard Archers Goblin Gang Bandit
Zap Archers Electro Wizard
The Log
Goblin Gang Electro Wizard Mega Knight
The Log Zap
Zap
Mega Knight
Zap Goblin Gang The Log Electro Wizard
Zap Electro Wizard
Zap The Log Bandit Electro Wizard Mega Knight
Mega Knight

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