My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Great!
Versatility
Great!
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 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 Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Knight Balloon Electro Wizard Lumberjack Sparky

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap

Punishments

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

Goblin Gang Balloon Lumberjack

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.

Knight Goblin Gang Balloon 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.

Balloon Electro Wizard Lumberjack

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 Balloon Sparky
Giant Snowball
Goblin Gang Balloon Lumberjack
Zap
Goblin Gang Inferno Tower Balloon Sparky
Barbarian Barrel
Knight Goblin Gang Inferno Tower Electro Wizard Lumberjack Sparky
The Log
Goblin Gang Lumberjack Sparky
Earthquake
Goblin Gang Inferno Tower
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Balloon Electro Wizard Lumberjack Sparky
Fireball
Goblin Gang Inferno Tower Balloon Electro Wizard Lumberjack Sparky
Poison
Goblin Gang Inferno Tower Balloon Electro Wizard Sparky
Lightning
Knight Inferno Tower Balloon Electro Wizard Lumberjack Sparky
Rocket
Inferno Tower Balloon Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Knight Inferno Tower Sparky

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Goblin Gang Electro Wizard Lumberjack Inferno Tower Balloon Sparky

Shortest cycle

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

12 Zap Knight Goblin Gang Electro Wizard

Attack Synergies 6 12

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
Balloon Electro Wizard Sparky Knight Lumberjack
Knight
Goblin Gang Balloon Zap Electro Wizard Lumberjack Sparky
Goblin Gang
Knight Balloon Sparky
Inferno Tower
Balloon
Zap Knight Lumberjack Goblin Gang Electro Wizard Sparky
Electro Wizard
Zap Knight Balloon Lumberjack Sparky
Lumberjack
Balloon Zap Knight Electro Wizard Sparky
Sparky
Zap Knight Goblin Gang Balloon Electro Wizard Lumberjack

Defense Synergies 6 12

Zap
Electro Wizard Knight Goblin Gang Inferno Tower Lumberjack Sparky
Knight
Goblin Gang Inferno Tower Electro Wizard Zap Lumberjack Sparky
Goblin Gang
Knight Inferno Tower Zap Electro Wizard Lumberjack Sparky
Inferno Tower
Knight Goblin Gang Electro Wizard Zap Lumberjack
Balloon
Electro Wizard
Zap Knight Inferno Tower Goblin Gang Lumberjack
Lumberjack
Zap Knight Goblin Gang Inferno Tower Electro Wizard
Sparky
Zap Knight Goblin Gang

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 Inferno Tower Electro Wizard Sparky
Inferno Tower Lumberjack Sparky Zap Knight Goblin Gang Electro Wizard
Goblin Gang Inferno Tower Lumberjack Sparky Knight Electro Wizard
Inferno Tower Lumberjack Sparky Knight Goblin Gang Electro Wizard
Lumberjack Sparky
Goblin Gang Zap Electro Wizard Lumberjack
Inferno Tower Electro Wizard Zap Goblin Gang
Zap Inferno Tower Electro Wizard Sparky
Inferno Tower Sparky Goblin Gang Lumberjack
Knight Goblin Gang Inferno Tower Electro Wizard Lumberjack Sparky
Goblin Gang Electro Wizard Zap Knight Lumberjack
Inferno Tower Zap Goblin Gang Electro Wizard
Inferno Tower Lumberjack Sparky Zap Knight Goblin Gang Electro Wizard
Sparky Zap Goblin Gang Electro Wizard Lumberjack
Inferno Tower Sparky Knight Goblin Gang Electro Wizard Lumberjack
Inferno Tower Zap Goblin Gang Electro Wizard Lumberjack Sparky
Sparky Knight Goblin Gang Inferno Tower Electro Wizard Lumberjack
Zap Knight Goblin Gang Electro Wizard Lumberjack
Zap Knight Electro Wizard Lumberjack
Sparky Inferno Tower Electro Wizard Lumberjack
Goblin Gang Knight Electro Wizard Lumberjack Sparky
Inferno Tower Lumberjack Sparky

Counters to secondary win conditions

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

Knight Goblin Gang Lumberjack Zap Inferno Tower Electro Wizard Sparky
Electro Wizard Zap Knight Goblin Gang Lumberjack
Goblin Gang Lumberjack Zap Knight Inferno Tower Electro Wizard Sparky
Goblin Gang Lumberjack Zap Knight Inferno Tower Electro Wizard Sparky
Inferno Tower Knight Goblin Gang Lumberjack Sparky
Zap Goblin Gang Electro Wizard
Goblin Gang Sparky Knight Inferno Tower Electro Wizard Lumberjack
Inferno Tower Knight Lumberjack Sparky
Zap Electro Wizard Knight Inferno Tower Sparky
Inferno Tower Goblin Gang Sparky
Knight Inferno Tower Lumberjack Sparky
Zap Electro Wizard
Knight Goblin Gang Inferno Tower Lumberjack Sparky
Sparky
Goblin Gang Inferno Tower Electro Wizard Sparky Zap Knight Lumberjack
Zap Inferno Tower Electro Wizard Sparky
Zap Inferno Tower 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.)

Knight Sparky
Zap Electro Wizard
Sparky
Knight Sparky
Zap Sparky
Zap
Sparky
Zap
Zap
Goblin Gang Electro Wizard Lumberjack Sparky
Zap Knight Electro Wizard Sparky
Zap
Knight Sparky
Zap Sparky
Zap Sparky
Sparky
Sparky
Sparky
Zap Electro Wizard Sparky
Zap
Sparky
Sparky
Zap
Zap Sparky
Zap Electro Wizard Sparky
Zap Sparky
Zap Sparky
Zap Electro Wizard Sparky
Zap Electro Wizard
Sparky
Zap Sparky
Zap Electro Wizard Sparky
Sparky
Sparky
Zap Electro Wizard Goblin Gang
Zap Electro Wizard
Knight Goblin Gang Electro Wizard Lumberjack Sparky
Zap
Zap Sparky
Sparky
Zap Goblin Gang Electro Wizard Sparky
Zap Electro Wizard
Zap Electro Wizard Sparky
Sparky
Sparky

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