My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
F2P score
RIP

1 problems 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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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 Electro Wizard Inferno Dragon

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.

Electro Wizard Inferno Dragon Mega Knight

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.

Earthquake 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 Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

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 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.

Hog Rider 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
Goblin Gang Hog Rider Guards Inferno Dragon
Giant Snowball
Goblin Gang Hog Rider Guards Inferno Dragon
Zap
Goblin Gang Guards Inferno Dragon
Barbarian Barrel
Goblin Gang Guards Electro Wizard
The Log
Goblin Gang Hog Rider Guards
Earthquake
Goblin Gang Hog Rider Guards
Arrows
Goblin Gang Guards
Royal Delivery
Goblin Gang Hog Rider Guards Electro Wizard Inferno Dragon
Fireball
Goblin Gang Hog Rider Electro Wizard Inferno Dragon
Poison
Goblin Gang Guards Electro Wizard
Lightning
Electro Wizard Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake 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.

Guards Inferno Dragon 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 Goblin Gang Earthquake Guards Hog Rider Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

11 The Log Goblin Gang Earthquake Guards

Attack Synergies 4 8

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.

Goblin Gang
Hog Rider
Earthquake
Hog Rider The Log Mega Knight
Hog Rider
Goblin Gang Earthquake The Log Guards Electro Wizard Mega Knight
Guards
Hog Rider The Log
The Log
Hog Rider Earthquake Guards Mega Knight
Electro Wizard
Hog Rider Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Earthquake Hog Rider The Log Electro Wizard

Defense Synergies 0 14

Goblin Gang
Guards The Log Electro Wizard Inferno Dragon
Earthquake
The Log Mega Knight
Hog Rider
Guards
Goblin Gang The Log Electro Wizard
The Log
Goblin Gang Earthquake Guards Electro Wizard Inferno Dragon Mega Knight
Electro Wizard
Goblin Gang Guards The Log Inferno Dragon Mega Knight
Inferno Dragon
Goblin Gang The Log Electro Wizard Mega Knight
Mega Knight
Earthquake The Log Electro Wizard Inferno Dragon

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.

Earthquake The Log Electro Wizard
Inferno Dragon Goblin Gang The Log Electro Wizard Mega Knight
Goblin Gang Mega Knight Electro Wizard Inferno Dragon
Inferno Dragon Goblin Gang Guards Electro Wizard Mega Knight
Earthquake The Log Mega Knight
Goblin Gang The Log Earthquake Guards Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Goblin Gang
Earthquake The Log Electro Wizard Mega Knight
Inferno Dragon Goblin Gang
Goblin Gang Guards Electro Wizard Mega Knight
Goblin Gang Guards Electro Wizard Earthquake The Log Mega Knight
Inferno Dragon Goblin Gang Electro Wizard
Mega Knight Goblin Gang Earthquake Guards The Log Electro Wizard
Mega Knight Goblin Gang Earthquake Guards The Log Electro Wizard
Inferno Dragon Goblin Gang Electro Wizard Mega Knight
Goblin Gang The Log Electro Wizard Inferno Dragon Mega Knight
Mega Knight Goblin Gang Electro Wizard
Mega Knight Goblin Gang Guards The Log Electro Wizard
Earthquake The Log Guards Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Goblin Gang Mega Knight Earthquake Guards The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Guards Mega Knight Electro Wizard
Electro Wizard Goblin Gang The Log Inferno Dragon Mega Knight
Goblin Gang Guards Mega Knight The Log Electro Wizard
Goblin Gang Guards Mega Knight The Log Electro Wizard
Goblin Gang Guards Inferno Dragon Mega Knight
Goblin Gang Electro Wizard
Goblin Gang Guards Electro Wizard
Mega Knight Inferno Dragon
Electro Wizard Mega Knight The Log Inferno Dragon
Goblin Gang Guards Inferno Dragon
Inferno Dragon Mega Knight Guards
Mega Knight Guards The Log Electro Wizard
Mega Knight Goblin Gang Guards
Mega Knight
Goblin Gang Guards Electro Wizard The Log Inferno Dragon
Mega Knight Earthquake The Log Electro Wizard Inferno Dragon

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.)

Earthquake Guards The Log
The Log Electro Wizard
Earthquake The Log
Earthquake Guards The Log
Earthquake The Log Mega Knight
Earthquake The Log
Earthquake The Log
The Log
Goblin Gang Guards Electro Wizard
Earthquake The Log Electro Wizard
Earthquake The Log
Earthquake
Earthquake The Log
Earthquake The Log
Earthquake The Log Mega Knight
Earthquake
Earthquake The Log Electro Wizard Mega Knight
Earthquake The Log Mega Knight
Earthquake The Log Mega Knight
The Log
Earthquake The Log
Earthquake The Log Mega Knight
Inferno Dragon
The Log Earthquake Electro Wizard
The Log Mega Knight
The Log
Electro Wizard
Electro Wizard Guards
Earthquake The Log Mega Knight
Electro Wizard
Mega Knight
Earthquake The Log
Earthquake Electro Wizard Goblin Gang Guards
Electro Wizard
The Log
Goblin Gang Electro Wizard Mega Knight
The Log Earthquake
Mega Knight
Goblin Gang Guards The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Mega Knight

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