My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Spear Goblins Electro 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.

Spear Goblins Electro Giant Electro Wizard Sparky Goblinstein

Offensive cards

Win conditions

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

Electro Giant

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.

Electro 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.

Electro Spirit Spear Goblins Electro 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.

Electro Spirit 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
Spear Goblins Sparky
Giant Snowball
Spear Goblins Cannon
Zap
Spear Goblins Cannon Sparky
Barbarian Barrel
Electro Spirit Spear Goblins Cannon Electro Wizard Sparky
The Log
Electro Spirit Spear Goblins Cannon Sparky
Earthquake
Spear Goblins Cannon
Arrows
Electro Spirit Spear Goblins
Royal Delivery
Electro Spirit Spear Goblins Electro Wizard Sparky
Fireball
Cannon Electro Wizard Sparky
Poison
Spear Goblins Cannon Electro Wizard Sparky
Lightning
Cannon Electro Wizard Sparky Goblinstein
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Electro Giant 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.

Electro Spirit Spear Goblins Electro Giant 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.

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.

Electro Spirit Spear Goblins Zap Cannon Electro Wizard Goblinstein Sparky Electro Giant

Shortest cycle

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

8 Electro Spirit Spear Goblins Zap Cannon

Attack Synergies 2 7

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.

Electro Spirit
Zap Electro Giant Sparky
Spear Goblins
Zap Sparky
Zap
Electro Wizard Sparky Electro Spirit Spear Goblins
Cannon
Electro Giant
Electro Spirit Sparky
Electro Wizard
Zap Sparky
Sparky
Zap Electro Spirit Spear Goblins Electro Giant Electro Wizard
Goblinstein

Defense Synergies 2 9

Electro Spirit
Zap Electro Wizard
Spear Goblins
Zap Cannon Electro Wizard
Zap
Cannon Electro Wizard Electro Spirit Spear Goblins Sparky
Cannon
Zap Spear Goblins Electro Giant Electro Wizard Sparky
Electro Giant
Cannon
Electro Wizard
Zap Electro Spirit Spear Goblins Cannon
Sparky
Zap Cannon
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.

Spear Goblins Zap Cannon Electro Wizard Sparky
Sparky Zap Cannon Electro Wizard
Cannon Sparky Electro Wizard
Cannon Sparky Electro Wizard
Sparky
Electro Spirit Spear Goblins Zap Cannon Electro Wizard
Electro Wizard Electro Spirit Spear Goblins Zap Cannon
Electro Spirit Zap Cannon Electro Giant Electro Wizard Sparky
Cannon Sparky
Spear Goblins Cannon Electro Wizard Sparky
Electro Wizard Electro Spirit Spear Goblins Zap Cannon Electro Giant
Spear Goblins Zap Electro Wizard
Cannon Sparky Zap Electro Wizard
Sparky Electro Spirit Zap Cannon Electro Wizard
Sparky Cannon Electro Wizard
Zap Cannon Electro Giant Electro Wizard Sparky
Sparky Cannon Electro Wizard
Cannon Electro Spirit Spear Goblins Zap Electro Wizard
Zap Electro Spirit Spear Goblins Cannon Electro Wizard
Sparky Cannon Electro Wizard
Electro Spirit Spear Goblins Cannon Electro Giant Electro Wizard Sparky
Cannon Sparky

Counters to secondary win conditions

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

Spear Goblins Zap Electro Giant Electro Wizard Sparky
Electro Wizard Zap
Spear Goblins Zap Electro Wizard Sparky
Zap Electro Wizard Sparky
Cannon Sparky
Electro Giant Electro Spirit Zap Electro Wizard
Sparky Spear Goblins Electro Wizard
Sparky
Zap Electro Wizard Electro Spirit Spear Goblins Sparky
Cannon Sparky
Sparky
Zap Electro Giant Electro Wizard
Cannon Sparky
Cannon Electro Giant Sparky
Electro Giant Electro Wizard Sparky Electro Spirit Spear Goblins Zap
Electro Spirit Zap Cannon Electro Giant Electro Wizard Sparky
Electro Spirit Zap Cannon 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.)

Sparky
Zap Electro Wizard
Sparky
Sparky
Zap Sparky
Electro Giant Electro Spirit Spear Goblins Zap
Sparky
Zap
Zap
Electro Wizard Sparky
Zap Electro Wizard Sparky
Zap
Sparky
Zap Sparky
Spear Goblins Zap Sparky
Sparky
Sparky
Sparky
Zap Electro Wizard Sparky
Zap Electro Giant
Sparky
Sparky
Zap
Zap Electro Giant Electro Spirit Sparky
Zap Electro Wizard Sparky
Zap Sparky
Zap Sparky
Zap Electro Giant Electro Wizard Sparky
Zap Electro Wizard Electro Spirit Electro Giant
Sparky
Zap Sparky
Zap Electro Spirit Electro Wizard Sparky
Sparky
Sparky
Zap Electro Wizard Electro Spirit Spear Goblins
Zap Electro Wizard
Electro Wizard Sparky
Zap
Zap Electro Giant Sparky
Sparky
Zap Electro Giant Electro Spirit Electro Wizard Sparky
Zap Electro Wizard
Zap Electro Giant Electro Wizard Sparky
Sparky
Sparky

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: