My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Giant 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.

Goblin Giant Electro Wizard Sparky

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows Rage

Punishments

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

Elite Barbarians Goblin Giant

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.

Elite Barbarians Heal Spirit Goblin Giant

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.

Elite Barbarians 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
Elite Barbarians Sparky
Giant Snowball
Zap
Goblin Giant Sparky
Barbarian Barrel
Elite Barbarians Heal Spirit Electro Wizard Sparky
The Log
Elite Barbarians Heal Spirit Sparky
Earthquake
Arrows
Heal Spirit
Royal Delivery
Elite Barbarians Heal Spirit Electro Wizard Sparky
Fireball
Elite Barbarians Electro Wizard Sparky
Poison
Electro Wizard Sparky
Lightning
Elite Barbarians Electro Wizard Sparky
Rocket
Elite Barbarians Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Sparky

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.

Arrows Heal Spirit Rage Sparky

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.

Elite Barbarians

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.

Heal Spirit 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.

Mirror Heal Spirit Rage Arrows Electro Wizard Elite Barbarians Goblin Giant Sparky

Shortest cycle

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

6 Mirror Heal Spirit Rage Arrows

Attack Synergies 7 10

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.

Arrows
Elite Barbarians Mirror Sparky Goblin Giant
Elite Barbarians
Arrows Heal Spirit Rage Goblin Giant Sparky
Heal Spirit
Elite Barbarians Goblin Giant Sparky
Mirror
Arrows Sparky
Rage
Elite Barbarians Sparky Goblin Giant Electro Wizard
Goblin Giant
Sparky Arrows Elite Barbarians Heal Spirit Rage Electro Wizard
Electro Wizard
Rage Goblin Giant Sparky
Sparky
Arrows Rage Goblin Giant Elite Barbarians Heal Spirit Mirror Electro Wizard

Defense Synergies 1 5

Arrows
Mirror Sparky
Elite Barbarians
Heal Spirit
Mirror
Arrows Electro Wizard Sparky
Rage
Goblin Giant
Electro Wizard Sparky
Electro Wizard
Mirror Goblin Giant
Sparky
Arrows Mirror Goblin Giant

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.

Goblin Giant Electro Wizard Sparky
Elite Barbarians Sparky Electro Wizard
Sparky Elite Barbarians Electro Wizard
Elite Barbarians Sparky Electro Wizard
Arrows Elite Barbarians Sparky
Arrows Electro Wizard
Electro Wizard Arrows
Arrows Goblin Giant Electro Wizard Sparky
Sparky Elite Barbarians
Elite Barbarians Electro Wizard Sparky
Electro Wizard Arrows Goblin Giant
Arrows Electro Wizard
Sparky Elite Barbarians Electro Wizard
Sparky Arrows Electro Wizard
Elite Barbarians Sparky Electro Wizard
Elite Barbarians Electro Wizard Sparky
Sparky Arrows Elite Barbarians Electro Wizard
Arrows Elite Barbarians Electro Wizard
Arrows Electro Wizard
Sparky Elite Barbarians Electro Wizard
Arrows Elite Barbarians Goblin Giant Electro Wizard Sparky

Counters to secondary win conditions

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

Elite Barbarians Electro Wizard Sparky
Electro Wizard Arrows Elite Barbarians
Elite Barbarians Goblin Giant Electro Wizard Sparky
Elite Barbarians Goblin Giant Electro Wizard Sparky
Elite Barbarians Goblin Giant Sparky
Arrows Goblin Giant Electro Wizard
Sparky Elite Barbarians Goblin Giant Electro Wizard
Elite Barbarians Goblin Giant Sparky
Electro Wizard Elite Barbarians Sparky
Goblin Giant Sparky
Elite Barbarians Sparky
Arrows Elite Barbarians Goblin Giant Electro Wizard
Elite Barbarians Goblin Giant Sparky
Sparky
Elite Barbarians Electro Wizard Sparky Goblin Giant
Arrows Elite Barbarians Electro Wizard Sparky
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 Sparky
Arrows Electro Wizard
Arrows Goblin Giant Sparky
Arrows Sparky
Arrows Sparky
Arrows Goblin Giant
Arrows Sparky
Arrows
Arrows
Elite Barbarians Electro Wizard Sparky
Arrows Electro Wizard Sparky
Arrows
Elite Barbarians Sparky
Arrows
Arrows Elite Barbarians Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Sparky
Arrows Electro Wizard Sparky
Arrows
Sparky
Arrows
Sparky
Arrows
Arrows Sparky
Arrows Electro Wizard Sparky
Arrows Sparky
Arrows Sparky
Elite Barbarians Arrows Electro Wizard Sparky
Electro Wizard
Elite Barbarians Sparky
Arrows Sparky
Arrows Electro Wizard Sparky
Sparky
Arrows Sparky
Electro Wizard
Arrows Electro Wizard
Arrows
Electro Wizard Sparky
Arrows
Arrows Sparky
Elite Barbarians Sparky
Elite Barbarians Electro Wizard Sparky
Electro Wizard
Goblin Giant Electro Wizard Sparky
Sparky
Sparky

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