My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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.

Goblin Gang Firecracker Wizard Ice 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.

Firecracker Wizard Ice Wizard Mega Knight Goblinstein

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

The Log

Punishments

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

Goblin Gang Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang 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.

Firecracker Goblin Barrel

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 Goblin Barrel
Giant Snowball
Goblin Gang Goblin Barrel
Zap
Goblin Gang Firecracker Goblin Barrel
Barbarian Barrel
Goblin Gang Firecracker Wizard Goblin Barrel Ice Wizard
The Log
Goblin Gang Firecracker Goblin Barrel
Earthquake
Goblin Gang Firecracker Goblin Barrel
Arrows
Goblin Gang Firecracker Goblin Barrel
Royal Delivery
Goblin Gang Firecracker Wizard Goblin Barrel Ice Wizard
Fireball
Goblin Gang Firecracker Wizard Goblin Barrel Ice Wizard
Poison
Goblin Gang Firecracker Wizard Ice Wizard
Lightning
Wizard Ice Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard The Log Ice Wizard Mega Knight

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.

Ice Wizard Mega Knight

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.

Goblin Barrel

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 Goblin Barrel Ice 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 Firecracker Goblin Barrel Ice Wizard Wizard Goblinstein Mega Knight

Shortest cycle

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

11 The Log Goblin Gang Firecracker Goblin Barrel

Attack Synergies 1 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.

Goblin Gang
Goblin Barrel Firecracker
Firecracker
Goblin Gang Goblin Barrel Mega Knight
Wizard
Mega Knight
Goblin Barrel
Goblin Gang Firecracker Ice Wizard Mega Knight
The Log
Mega Knight
Ice Wizard
Goblin Barrel
Mega Knight
Firecracker Wizard Goblin Barrel The Log
Goblinstein

Defense Synergies 1 11

Goblin Gang
Firecracker The Log Ice Wizard
Firecracker
The Log Goblin Gang Ice Wizard Mega Knight
Wizard
The Log Ice Wizard Mega Knight
Goblin Barrel
The Log
Firecracker Goblin Gang Wizard Ice Wizard Mega Knight
Ice Wizard
Goblin Gang Firecracker Wizard The Log Mega Knight
Mega Knight
Firecracker Wizard The Log Ice Wizard
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.

Firecracker Wizard The Log
Goblin Gang Firecracker The Log Ice Wizard Mega Knight
Goblin Gang Mega Knight Ice Wizard
Goblin Gang Firecracker Ice Wizard Mega Knight
Firecracker The Log Mega Knight
Goblin Gang The Log Firecracker Ice Wizard Mega Knight
Goblin Gang Firecracker Wizard Ice Wizard
The Log Mega Knight
Goblin Gang Ice Wizard
Goblin Gang Firecracker Ice Wizard Mega Knight
Goblin Gang Ice Wizard Firecracker Wizard The Log Mega Knight
Goblin Gang Firecracker Wizard Ice Wizard
Mega Knight Goblin Gang Wizard The Log Ice Wizard
Wizard Mega Knight Goblin Gang Firecracker The Log
Goblin Gang Mega Knight
Goblin Gang The Log Mega Knight
Wizard Mega Knight Goblin Gang Firecracker
Mega Knight Goblin Gang Firecracker Wizard The Log Ice Wizard
Wizard The Log Firecracker Ice Wizard Mega Knight
Goblin Gang Wizard Mega Knight Firecracker The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight
Goblin Gang Firecracker Wizard The Log Mega Knight
Goblin Gang Mega Knight The Log
Goblin Gang Mega Knight The Log
Goblin Gang Mega Knight
Firecracker Wizard Goblin Gang Ice Wizard
Goblin Gang Ice Wizard
Mega Knight
Mega Knight Firecracker The Log
Goblin Gang
Mega Knight
Mega Knight The Log
Mega Knight Goblin Gang Wizard
Wizard Firecracker Mega Knight
Goblin Gang Firecracker The Log
Mega Knight Firecracker Wizard The Log Ice Wizard
Ice 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.)

Firecracker The Log
Firecracker The Log Ice Wizard
The Log
Firecracker The Log
Wizard Firecracker The Log Mega Knight
Firecracker Wizard Ice Wizard
Firecracker Wizard The Log
The Log Firecracker Wizard Ice Wizard
The Log Firecracker Wizard
Goblin Gang
Firecracker Wizard The Log
Firecracker Wizard
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker Wizard The Log
Firecracker Wizard The Log Mega Knight
Firecracker Wizard The Log Mega Knight
Firecracker Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
Firecracker The Log Wizard Ice Wizard Mega Knight
Firecracker The Log Wizard Ice Wizard
Wizard The Log Mega Knight
Firecracker The Log
Firecracker Wizard Ice Wizard
Firecracker Wizard
Wizard The Log Mega Knight
Firecracker
Mega Knight
Firecracker Wizard The Log
Goblin Gang
Firecracker Wizard Ice Wizard
The Log
Goblin Gang Firecracker Wizard Mega Knight
The Log Firecracker Wizard
Firecracker Mega Knight
Goblin Gang Firecracker The Log
Firecracker
Firecracker The Log Mega Knight
Firecracker Wizard Mega Knight

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