My Best Clash Royale Deck

Deck Check Rating

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

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 Wizard Electro 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.

Royal Giant Goblin Demolisher Wizard Electro Dragon Mega Knight

Offensive cards

Win conditions

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

Royal Giant 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 Royal Giant 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 Royal Giant 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.

Goblin Barrel Electro Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Goblin Demolisher Wizard Electro Dragon 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.

Goblin Demolisher 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.

Royal Giant 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

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.

Mediocre

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 Goblin Barrel Goblin Demolisher Wizard Electro Dragon Royal Giant Mega Knight

Shortest cycle

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

12 The Log Goblin Gang Goblin Barrel Goblin Demolisher

Attack Synergies 2 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
Goblin Barrel Royal Giant
Royal Giant
Goblin Barrel Goblin Gang Wizard Electro Dragon The Log
Goblin Demolisher
Wizard
Royal Giant Mega Knight
Goblin Barrel
Goblin Gang Royal Giant Mega Knight
Electro Dragon
Royal Giant Mega Knight
The Log
Royal Giant Mega Knight
Mega Knight
Wizard Goblin Barrel Electro Dragon The Log

Defense Synergies 0 5

Goblin Gang
The Log
Royal Giant
Goblin Demolisher
Wizard
The Log Mega Knight
Goblin Barrel
Electro Dragon
The Log
The Log
Goblin Gang Wizard Electro Dragon Mega Knight
Mega Knight
Wizard The Log

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.

Wizard Electro Dragon The Log
Goblin Gang Electro Dragon The Log Mega Knight
Goblin Gang Mega Knight Electro Dragon
Goblin Gang Electro Dragon Mega Knight
The Log Mega Knight
Goblin Gang The Log Electro Dragon Mega Knight
Goblin Gang Wizard Electro Dragon
Electro Dragon The Log Mega Knight
Goblin Gang
Goblin Gang Mega Knight
Goblin Gang Wizard Electro Dragon The Log Mega Knight
Goblin Gang Wizard Electro Dragon
Mega Knight Goblin Gang Wizard Electro Dragon The Log
Wizard Mega Knight Goblin Gang Electro Dragon The Log
Goblin Gang Mega Knight
Goblin Gang The Log Mega Knight
Wizard Mega Knight Goblin Gang Electro Dragon
Mega Knight Goblin Gang Wizard Electro Dragon The Log
Wizard The Log Electro Dragon Mega Knight
Goblin Gang Wizard Mega Knight Electro Dragon 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 Wizard Electro Dragon The Log Mega Knight
Goblin Gang Mega Knight Electro Dragon The Log
Goblin Gang Mega Knight The Log
Goblin Gang Mega Knight
Wizard Goblin Gang Electro Dragon
Goblin Gang
Mega Knight
Electro Dragon Mega Knight The Log
Goblin Gang
Mega Knight Electro Dragon
Mega Knight The Log
Mega Knight Goblin Gang Wizard
Wizard Electro Dragon Mega Knight
Goblin Gang Electro Dragon The Log
Mega Knight Wizard Electro Dragon The Log

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.)

Electro Dragon The Log
Electro Dragon The Log
Electro Dragon The Log
The Log
Wizard The Log Mega Knight
Wizard Electro Dragon
Wizard The Log
The Log Wizard Electro Dragon
The Log Wizard Electro Dragon
Goblin Gang Electro Dragon
Wizard Electro Dragon The Log
Wizard Electro Dragon
The Log
Electro Dragon
The Log
Wizard Electro Dragon The Log
Wizard Electro Dragon The Log Mega Knight
Wizard Electro Dragon The Log Mega Knight
Wizard Electro Dragon The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Electro Dragon The Log
The Log Wizard Electro Dragon Mega Knight
The Log Wizard Electro Dragon
Wizard Electro Dragon The Log Mega Knight
The Log
Wizard Electro Dragon
Electro Dragon Wizard
Wizard Electro Dragon The Log Mega Knight
Electro Dragon
Mega Knight
Wizard The Log
Goblin Gang Electro Dragon
Wizard Electro Dragon
The Log
Goblin Gang Wizard Electro Dragon Mega Knight
The Log Wizard Electro Dragon
Electro Dragon Mega Knight
Electro Dragon Goblin Gang The Log
Electro Dragon
Electro Dragon The Log Mega Knight

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