My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Goblin Gang Electro Wizard Magic Archer Ram Rider

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.

Royal Ghost Electro Wizard Magic Archer Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

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.

Goblin Gang Royal Ghost Ram Rider 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 Royal Ghost Magic Archer Ram Rider 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.

Royal Ghost Electro Wizard Magic Archer Ram Rider

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 Skeleton Army Ram Rider
Giant Snowball
Goblin Gang Skeleton Army Ram Rider
Zap
Goblin Gang Skeleton Army Ram Rider
Barbarian Barrel
Goblin Gang Skeleton Army Royal Ghost Electro Wizard Magic Archer
The Log
Goblin Gang Skeleton Army Ram Rider
Earthquake
Goblin Gang Skeleton Army
Arrows
Goblin Gang Skeleton Army
Royal Delivery
Goblin Gang Skeleton Army Royal Ghost Electro Wizard Magic Archer Ram Rider
Fireball
Goblin Gang Skeleton Army Electro Wizard Magic Archer Ram Rider
Poison
Goblin Gang Skeleton Army Electro Wizard Magic Archer
Lightning
Electro Wizard Magic Archer Ram Rider
Rocket
Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Royal Ghost Magic Archer Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army Royal Ghost Mega Knight

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.

Skeleton Army

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.

The Log Goblin Gang Skeleton Army Royal Ghost Electro Wizard Magic Archer Ram Rider Mega Knight

Shortest cycle

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

11 The Log Goblin Gang Skeleton Army Royal Ghost

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.

Goblin Gang
Royal Ghost
Skeleton Army
The Log
Magic Archer Ram Rider Mega Knight
Royal Ghost
Goblin Gang Electro Wizard Magic Archer Ram Rider Mega Knight
Electro Wizard
Royal Ghost Magic Archer Ram Rider Mega Knight
Magic Archer
Ram Rider The Log Royal Ghost Electro Wizard Mega Knight
Ram Rider
Magic Archer The Log Royal Ghost Electro Wizard Mega Knight
Mega Knight
The Log Royal Ghost Electro Wizard Magic Archer Ram Rider

Defense Synergies 0 19

Goblin Gang
Skeleton Army The Log Electro Wizard Magic Archer
Skeleton Army
Goblin Gang The Log Electro Wizard Magic Archer
The Log
Goblin Gang Skeleton Army Royal Ghost Electro Wizard Magic Archer Ram Rider Mega Knight
Royal Ghost
The Log Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Skeleton Army The Log Royal Ghost Magic Archer Ram Rider Mega Knight
Magic Archer
Goblin Gang Skeleton Army The Log Electro Wizard Ram Rider Mega Knight
Ram Rider
The Log Electro Wizard Magic Archer
Mega Knight
The Log Royal Ghost Electro Wizard Magic Archer

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 Magic Archer Ram Rider
Skeleton Army Goblin Gang The Log Electro Wizard Ram Rider Mega Knight
Goblin Gang Skeleton Army Ram Rider Mega Knight Electro Wizard
Skeleton Army Goblin Gang Electro Wizard Ram Rider Mega Knight
Skeleton Army The Log Mega Knight
Goblin Gang Skeleton Army The Log Royal Ghost Electro Wizard Magic Archer Mega Knight
Electro Wizard Ram Rider Goblin Gang Magic Archer
The Log Electro Wizard Magic Archer Ram Rider Mega Knight
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Royal Ghost Electro Wizard Mega Knight
Goblin Gang Skeleton Army Electro Wizard The Log Royal Ghost Magic Archer Ram Rider Mega Knight
Goblin Gang Electro Wizard Magic Archer Ram Rider
Skeleton Army Mega Knight Goblin Gang The Log Electro Wizard Ram Rider
Skeleton Army Mega Knight Goblin Gang The Log Royal Ghost Electro Wizard Magic Archer
Skeleton Army Goblin Gang Electro Wizard Ram Rider Mega Knight
Skeleton Army Goblin Gang The Log Electro Wizard Ram Rider Mega Knight
Mega Knight Goblin Gang Skeleton Army Electro Wizard
Mega Knight Goblin Gang Skeleton Army The Log Royal Ghost Electro Wizard Magic Archer Ram Rider
The Log Royal Ghost Electro Wizard Magic Archer Ram Rider Mega Knight
Electro Wizard Ram Rider
Goblin Gang Skeleton Army Royal Ghost Mega Knight The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Mega Knight Royal Ghost Electro Wizard
Electro Wizard Goblin Gang The Log Royal Ghost Magic Archer Mega Knight
Goblin Gang Skeleton Army Mega Knight The Log Electro Wizard Ram Rider
Goblin Gang Skeleton Army Mega Knight The Log Electro Wizard Ram Rider
Goblin Gang Skeleton Army Ram Rider Mega Knight
Goblin Gang Electro Wizard Magic Archer Ram Rider
Goblin Gang Skeleton Army Electro Wizard Ram Rider
Mega Knight Skeleton Army
Electro Wizard Mega Knight Skeleton Army The Log Magic Archer
Goblin Gang Skeleton Army
Mega Knight
Skeleton Army Mega Knight The Log Electro Wizard
Skeleton Army Mega Knight Goblin Gang Ram Rider
Skeleton Army Magic Archer Mega Knight
Goblin Gang Skeleton Army Electro Wizard The Log Magic Archer
Mega Knight The Log Royal Ghost Electro Wizard Magic Archer
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.)

Magic Archer The Log Royal Ghost
The Log Royal Ghost Electro Wizard Magic Archer Ram Rider
The Log Magic Archer
The Log
The Log Magic Archer Mega Knight
Magic Archer Ram Rider
The Log Magic Archer
The Log Magic Archer Ram Rider
The Log Ram Rider
Goblin Gang Electro Wizard
The Log Electro Wizard Magic Archer Ram Rider
Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log Mega Knight
The Log Electro Wizard Magic Archer Mega Knight
The Log Magic Archer Mega Knight
The Log Magic Archer Mega Knight
The Log
The Log
The Log Magic Archer Mega Knight
The Log Royal Ghost Electro Wizard Magic Archer Ram Rider
The Log Magic Archer Ram Rider Mega Knight
The Log Magic Archer
Electro Wizard Magic Archer
Electro Wizard
The Log Magic Archer Mega Knight
Electro Wizard Magic Archer
Mega Knight
The Log Magic Archer
Electro Wizard Goblin Gang Skeleton Army Magic Archer
Electro Wizard Magic Archer Ram Rider
The Log
Goblin Gang Electro Wizard Magic Archer Mega Knight
The Log Magic Archer
Mega Knight
Goblin Gang The Log Electro Wizard Magic Archer
Electro Wizard Magic Archer
The Log Royal Ghost Electro Wizard Magic Archer Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: