My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Mediocre
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 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 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.

Goblin Gang Firecracker 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.

Knight Firecracker Electro Wizard

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

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.

Knight Goblin Gang

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 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 Goblin Barrel Guards
Giant Snowball
Cannon Goblin Gang Goblin Barrel Guards
Zap
Cannon Goblin Gang Firecracker Goblin Barrel Guards
Barbarian Barrel
Knight Cannon Goblin Gang Firecracker Goblin Barrel Guards Electro Wizard
The Log
Cannon Goblin Gang Firecracker Goblin Barrel Guards
Earthquake
Cannon Goblin Gang Firecracker Goblin Barrel Guards
Arrows
Goblin Gang Firecracker Goblin Barrel Guards
Royal Delivery
Knight Goblin Gang Firecracker Goblin Barrel Guards Electro Wizard
Fireball
Cannon Goblin Gang Firecracker Goblin Barrel Electro Wizard
Poison
Cannon Goblin Gang Firecracker Guards Electro Wizard
Lightning
Knight Cannon Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker The Log

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.

Knight Guards

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 Goblin Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Knight Cannon Goblin Gang Firecracker Goblin Barrel Guards Electro Wizard

Shortest cycle

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

11 The Log Knight Cannon Goblin Gang

Attack Synergies 4 6

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.

Knight
Goblin Gang Firecracker Goblin Barrel The Log Electro Wizard
Cannon
Goblin Gang
Knight Goblin Barrel Firecracker
Firecracker
Knight Goblin Gang Goblin Barrel
Goblin Barrel
Knight Goblin Gang Firecracker Guards
Guards
Goblin Barrel The Log
The Log
Knight Guards
Electro Wizard
Knight

Defense Synergies 6 14

Knight
Cannon Goblin Gang Firecracker Electro Wizard The Log
Cannon
Knight The Log Goblin Gang Firecracker Guards Electro Wizard
Goblin Gang
Knight Cannon Firecracker Guards The Log Electro Wizard
Firecracker
Knight The Log Cannon Goblin Gang Guards Electro Wizard
Goblin Barrel
Guards
Cannon Goblin Gang Firecracker The Log Electro Wizard
The Log
Cannon Firecracker Knight Goblin Gang Guards Electro Wizard
Electro Wizard
Knight Cannon Goblin Gang Firecracker Guards 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.

Knight Cannon Firecracker The Log Electro Wizard
Knight Cannon Goblin Gang Firecracker The Log Electro Wizard
Cannon Goblin Gang Knight Electro Wizard
Cannon Knight Goblin Gang Firecracker Guards Electro Wizard
Firecracker The Log
Goblin Gang The Log Cannon Firecracker Guards Electro Wizard
Electro Wizard Cannon Goblin Gang Firecracker
Cannon The Log Electro Wizard
Cannon Goblin Gang
Knight Goblin Gang Guards Cannon Firecracker Electro Wizard
Goblin Gang Guards Electro Wizard Knight Cannon Firecracker The Log
Goblin Gang Firecracker Electro Wizard
Cannon Knight Goblin Gang Guards The Log Electro Wizard
Cannon Goblin Gang Firecracker Guards The Log Electro Wizard
Knight Cannon Goblin Gang Electro Wizard
Cannon Goblin Gang The Log Electro Wizard
Knight Cannon Goblin Gang Firecracker Electro Wizard
Cannon Knight Goblin Gang Firecracker Guards The Log Electro Wizard
The Log Knight Cannon Firecracker Guards Electro Wizard
Cannon Electro Wizard
Goblin Gang Knight Cannon Firecracker Guards The Log Electro Wizard
Cannon

Counters to secondary win conditions

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

Knight Goblin Gang Guards Electro Wizard
Electro Wizard Knight Goblin Gang Firecracker The Log
Goblin Gang Guards Knight The Log Electro Wizard
Goblin Gang Guards Knight The Log Electro Wizard
Knight Cannon Goblin Gang Guards
Firecracker Goblin Gang Electro Wizard
Goblin Gang Guards Knight Electro Wizard
Knight
Electro Wizard Knight Firecracker The Log
Cannon Goblin Gang Guards
Knight Guards
Guards The Log Electro Wizard
Knight Cannon Goblin Gang Guards
Cannon Firecracker
Goblin Gang Guards Electro Wizard Knight Firecracker The Log
Cannon Firecracker The Log Electro Wizard
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.)

Knight Firecracker Guards The Log
Firecracker The Log Electro Wizard
The Log
Knight Firecracker Guards The Log
Firecracker The Log
Firecracker
Firecracker The Log
The Log Firecracker
The Log Firecracker
Goblin Gang Guards Electro Wizard
Firecracker Knight The Log Electro Wizard
Firecracker
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log Electro Wizard
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Firecracker Electro Wizard
Electro Wizard Firecracker Guards
The Log
Firecracker Electro Wizard
Firecracker The Log
Electro Wizard Goblin Gang Guards
Firecracker Electro Wizard
The Log
Knight Goblin Gang Firecracker Electro Wizard
The Log Firecracker
Firecracker
Goblin Gang Firecracker Guards The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard
Firecracker

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