My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Mediocre
Versatility
Great!
F2P score
Good

2 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Mega Minion Wizard

Defensive buildings

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

Cannon

Investments

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

Royal Giant Mega Minion Giant Wizard Lumberjack

Offensive cards

Win conditions

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

Royal Giant Giant

Damage spells

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

Missing

Punishments

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

Goblin Gang Royal Giant Giant 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.

Goblin Gang Royal Giant Giant 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.

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 Royal Giant Giant
Giant Snowball
Cannon Goblin Gang Mega Minion Lumberjack
Zap
Cannon Goblin Gang Royal Giant
Barbarian Barrel
Cannon Goblin Gang Wizard Lumberjack
The Log
Cannon Goblin Gang Royal Giant Lumberjack
Earthquake
Cannon Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Mega Minion Wizard Lumberjack
Fireball
Cannon Goblin Gang Mega Minion Wizard Lumberjack
Poison
Cannon Goblin Gang Mega Minion Wizard
Lightning
Cannon Mega Minion Wizard Lumberjack
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Mega Minion

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.

Royal Giant

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Cannon Goblin Gang Mega Minion Lumberjack Giant Wizard Royal Giant

Shortest cycle

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

9 Mirror Cannon Goblin Gang Mega Minion

Attack Synergies 1 11

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.

Cannon
Goblin Gang
Royal Giant Giant Mirror
Royal Giant
Goblin Gang Mega Minion Wizard Mirror Lumberjack
Mega Minion
Giant Royal Giant
Giant
Mega Minion Goblin Gang Wizard Lumberjack
Wizard
Royal Giant Giant Lumberjack
Mirror
Goblin Gang Royal Giant Lumberjack
Lumberjack
Royal Giant Giant Wizard Mirror

Defense Synergies 1 10

Cannon
Mirror Goblin Gang Mega Minion Wizard Lumberjack
Goblin Gang
Cannon Mirror Lumberjack
Royal Giant
Mega Minion
Cannon Wizard Lumberjack
Giant
Wizard
Cannon Mega Minion Lumberjack
Mirror
Cannon Goblin Gang Lumberjack
Lumberjack
Cannon Goblin Gang Mega Minion Wizard Mirror

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.

Cannon Mega Minion Wizard
Lumberjack Cannon Goblin Gang Mega Minion
Cannon Goblin Gang Lumberjack Mega Minion
Cannon Lumberjack Goblin Gang Mega Minion
Lumberjack
Goblin Gang Cannon Mega Minion Lumberjack
Mega Minion Cannon Goblin Gang Wizard
Cannon
Cannon Goblin Gang Lumberjack
Goblin Gang Cannon Lumberjack
Goblin Gang Cannon Mega Minion Wizard Lumberjack
Mega Minion Goblin Gang Wizard
Cannon Lumberjack Goblin Gang Wizard
Wizard Cannon Goblin Gang Mega Minion Lumberjack
Cannon Goblin Gang Lumberjack
Cannon Goblin Gang Lumberjack
Wizard Cannon Goblin Gang Lumberjack
Cannon Goblin Gang Mega Minion Wizard Lumberjack
Wizard Cannon Mega Minion Lumberjack
Cannon Lumberjack
Goblin Gang Wizard Cannon Lumberjack
Cannon

Counters to secondary win conditions

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

Goblin Gang Lumberjack
Goblin Gang Mega Minion Wizard Lumberjack
Goblin Gang Lumberjack
Goblin Gang Lumberjack
Cannon Goblin Gang Lumberjack
Wizard Goblin Gang
Goblin Gang Mega Minion Lumberjack
Lumberjack
Mega Minion
Cannon Goblin Gang Mega Minion
Mega Minion Lumberjack
Cannon Goblin Gang Wizard Lumberjack
Wizard Cannon
Goblin Gang Mega Minion Lumberjack
Cannon Mega Minion Wizard
Cannon

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.)

Wizard
Wizard Mega Minion
Wizard
Wizard
Wizard
Goblin Gang Lumberjack
Wizard
Wizard
Wizard
Wizard
Mega Minion Wizard
Wizard
Wizard
Wizard
Mega Minion
Wizard
Wizard
Wizard
Mega Minion Wizard
Mega Minion
Wizard
Wizard
Goblin Gang
Mega Minion Wizard
Goblin Gang Mega Minion Wizard Lumberjack
Wizard
Mega Minion
Goblin Gang
Wizard

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