My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Tesla Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Archers Tesla Electro Wizard Mega Knight 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.

Arrows The Log

Punishments

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

Goblin Gang 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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows 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.

The Log Archers Arrows Goblin Gang Tesla Electro Wizard Goblinstein Mega Knight

Shortest cycle

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

11 The Log Archers Arrows Goblin Gang

Attack Synergies 0 5

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.

Archers
Arrows Mega Knight
Arrows
Archers Mega Knight
Goblin Gang
Tesla
The Log
Mega Knight
Electro Wizard
Mega Knight
Mega Knight
Archers Arrows The Log Electro Wizard
Goblinstein

Defense Synergies 3 12

Archers
Goblin Gang Tesla The Log Electro Wizard Mega Knight
Arrows
Mega Knight Tesla
Goblin Gang
Tesla Archers The Log Electro Wizard
Tesla
Goblin Gang The Log Archers Arrows Electro Wizard
The Log
Tesla Archers Goblin Gang Electro Wizard Mega Knight
Electro Wizard
Archers Goblin Gang Tesla The Log Mega Knight
Mega Knight
Arrows Archers The Log Electro Wizard
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.

Tesla The Log Electro Wizard
Goblin Gang Tesla The Log Electro Wizard Mega Knight
Goblin Gang Tesla Mega Knight Archers Electro Wizard
Tesla Goblin Gang Electro Wizard Mega Knight
Arrows The Log Mega Knight
Arrows Goblin Gang The Log Archers Tesla Electro Wizard Mega Knight
Tesla Electro Wizard Archers Arrows Goblin Gang
Arrows Tesla The Log Electro Wizard Mega Knight
Tesla Goblin Gang
Goblin Gang Archers Tesla Electro Wizard Mega Knight
Archers Goblin Gang Electro Wizard Arrows Tesla The Log Mega Knight
Arrows Tesla Archers Goblin Gang Electro Wizard
Tesla Mega Knight Goblin Gang The Log Electro Wizard
Mega Knight Arrows Goblin Gang Tesla The Log Electro Wizard
Goblin Gang Tesla Electro Wizard Mega Knight
Goblin Gang Tesla The Log Electro Wizard Mega Knight Goblinstein
Tesla Mega Knight Arrows Goblin Gang Electro Wizard
Arrows Tesla Mega Knight Archers Goblin Gang The Log Electro Wizard
Arrows The Log Archers Tesla Electro Wizard Mega Knight
Tesla Electro Wizard
Goblin Gang Mega Knight Archers Arrows Tesla The Log Electro Wizard
Tesla

Counters to secondary win conditions

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

Goblin Gang Mega Knight Archers Tesla Electro Wizard
Electro Wizard Archers Arrows Goblin Gang Tesla The Log Mega Knight
Goblin Gang Mega Knight The Log Electro Wizard
Goblin Gang Mega Knight Tesla The Log Electro Wizard
Goblin Gang Tesla Mega Knight
Arrows Goblinstein Archers Goblin Gang Tesla Electro Wizard
Goblin Gang Archers Tesla Electro Wizard
Mega Knight Tesla
Electro Wizard Mega Knight Goblinstein The Log
Goblin Gang Tesla
Mega Knight Tesla
Mega Knight Arrows The Log Electro Wizard
Mega Knight Goblin Gang Tesla
Archers Tesla Mega Knight
Goblin Gang Tesla Electro Wizard Archers The Log Goblinstein
Arrows Mega Knight Archers Tesla The Log Electro Wizard
Arrows 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.)

Arrows The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight Goblinstein
Arrows Goblinstein
Archers Arrows The Log
Arrows The Log
Arrows The Log
Goblin Gang Electro Wizard
Arrows The Log Electro Wizard
Archers Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows
Archers Arrows The Log Electro Wizard Mega Knight
Arrows The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Mega Knight Goblinstein
Arrows The Log Electro Wizard
Arrows The Log Mega Knight
Arrows The Log
Archers Arrows Electro Wizard
Electro Wizard Goblinstein
Arrows The Log Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows The Log
Electro Wizard Archers Goblin Gang Goblinstein
Archers Arrows Electro Wizard
Arrows The Log
Goblin Gang Electro Wizard Mega Knight
Arrows The Log
Arrows
Mega Knight
Goblin Gang The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Mega Knight
Mega Knight

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