My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Goblin Gang Electro Wizard

Defensive buildings

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

Tombstone

Investments

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

Archers Tombstone Electro Wizard Monk

Offensive cards

Win conditions

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

Hog Rider

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 Hog Rider

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 Hog Rider

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.

Hog Rider Electro Wizard Monk

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

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

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 Tombstone

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.

Bad

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 Tombstone Hog Rider Electro Wizard Monk

Shortest cycle

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

11 The Log Archers Arrows Goblin Gang

Attack Synergies 3 4

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 Hog Rider
Arrows
Hog Rider Archers
Goblin Gang
Hog Rider Monk
Tombstone
Hog Rider
Arrows Goblin Gang The Log Archers Electro Wizard
The Log
Hog Rider
Electro Wizard
Hog Rider
Monk
Goblin Gang

Defense Synergies 0 11

Archers
Goblin Gang Tombstone The Log Electro Wizard
Arrows
Tombstone Monk
Goblin Gang
Archers Tombstone The Log Electro Wizard
Tombstone
Archers Arrows Goblin Gang Electro Wizard
Hog Rider
The Log
Archers Goblin Gang Electro Wizard
Electro Wizard
Archers Goblin Gang Tombstone The Log
Monk
Arrows

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.

Tombstone The Log Electro Wizard
Goblin Gang Tombstone The Log Electro Wizard Monk
Goblin Gang Archers Tombstone Electro Wizard
Goblin Gang Tombstone Electro Wizard Monk
Arrows Tombstone The Log Monk
Arrows Goblin Gang The Log Archers Electro Wizard
Electro Wizard Archers Arrows Goblin Gang Tombstone
Arrows The Log Electro Wizard Monk
Goblin Gang Tombstone
Goblin Gang Archers Electro Wizard
Archers Goblin Gang Electro Wizard Arrows Tombstone The Log
Arrows Archers Goblin Gang Electro Wizard
Tombstone Goblin Gang The Log Electro Wizard
Arrows Goblin Gang Tombstone The Log Electro Wizard
Goblin Gang Tombstone Electro Wizard
Monk Goblin Gang The Log Electro Wizard
Arrows Goblin Gang Tombstone Electro Wizard
Arrows Tombstone Archers Goblin Gang The Log Electro Wizard
Arrows The Log Archers Tombstone Electro Wizard
Electro Wizard
Goblin Gang Archers Arrows The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Archers Tombstone Electro Wizard
Electro Wizard Archers Arrows Goblin Gang The Log Monk
Goblin Gang Tombstone The Log Electro Wizard
Goblin Gang The Log Electro Wizard Monk
Goblin Gang Tombstone
Arrows Archers Goblin Gang Electro Wizard Monk
Goblin Gang Archers Tombstone Electro Wizard
Electro Wizard Tombstone The Log Monk
Goblin Gang Tombstone
Tombstone
Monk Arrows The Log Electro Wizard
Goblin Gang Tombstone
Archers
Goblin Gang Tombstone Electro Wizard Archers The Log Monk
Arrows Archers The Log Electro Wizard
Arrows Tombstone

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 Monk
Arrows Monk The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Monk
Archers Arrows The Log
Arrows The Log
Arrows The Log Monk
Goblin Gang Electro Wizard
Monk Arrows The Log Electro Wizard
Monk Archers Arrows
The Log
Arrows Monk
Arrows The Log
Arrows The Log
Arrows The Log
Monk Arrows
Archers Arrows The Log Electro Wizard Monk
Arrows The Log Monk
The Log Monk
Arrows
The Log Monk
Arrows The Log Monk
Arrows The Log
Arrows The Log Electro Wizard Monk
Arrows The Log Monk
Arrows The Log
Archers Arrows Electro Wizard
Electro Wizard
Arrows The Log
Arrows Electro Wizard Monk
Arrows The Log Monk
Electro Wizard Archers Goblin Gang Tombstone
Archers Arrows Electro Wizard Monk
Arrows The Log
Goblin Gang Electro Wizard
Arrows The Log
Monk Arrows
Goblin Gang The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Monk

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