My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Great!
Versatility
Good
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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Giant Electro Wizard Magic Archer

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.

Skeletons Balloon Goblin Giant Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Balloon Goblin Giant

Damage spells

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

Fireball The Log

Punishments

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

Balloon Goblin Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Balloon Goblin Giant Magic Archer

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.

Balloon Electro Wizard Magic Archer

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
Skeletons Guards Balloon
Giant Snowball
Skeletons Guards Balloon
Zap
Skeletons Guards Balloon Goblin Giant
Barbarian Barrel
Skeletons Guards Electro Wizard Magic Archer
The Log
Skeletons Guards
Earthquake
Skeletons Guards
Arrows
Skeletons Guards
Royal Delivery
Skeletons Guards Balloon Electro Wizard Magic Archer
Fireball
Balloon Electro Wizard Magic Archer
Poison
Guards Balloon Electro Wizard Magic Archer
Lightning
Balloon Electro Wizard Magic Archer
Rocket
Balloon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log Magic Archer

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

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.

Fireball

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.

Fireball 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.

Skeletons The Log Guards Fireball Electro Wizard Magic Archer Balloon Goblin Giant

Shortest cycle

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

10 Skeletons The Log Guards Fireball

Attack Synergies 1 13

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.

Skeletons
Fireball
Goblin Giant The Log Electro Wizard Magic Archer
Guards
The Log
Balloon
Goblin Giant The Log Electro Wizard Magic Archer
Goblin Giant
Fireball Balloon The Log Electro Wizard Magic Archer
The Log
Fireball Guards Balloon Goblin Giant Magic Archer
Electro Wizard
Fireball Balloon Goblin Giant Magic Archer
Magic Archer
Fireball Balloon Goblin Giant The Log Electro Wizard

Defense Synergies 2 13

Skeletons
The Log Electro Wizard Magic Archer
Fireball
Goblin Giant The Log Electro Wizard
Guards
The Log Electro Wizard Magic Archer
Balloon
Goblin Giant
Fireball The Log Electro Wizard Magic Archer
The Log
Fireball Skeletons Guards Goblin Giant Electro Wizard Magic Archer
Electro Wizard
Skeletons Fireball Guards Goblin Giant The Log Magic Archer
Magic Archer
Skeletons Guards Goblin Giant The Log Electro Wizard

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.

Fireball Goblin Giant The Log Electro Wizard Magic Archer
Skeletons The Log Electro Wizard
Skeletons Electro Wizard
Skeletons Guards Electro Wizard
Fireball The Log
Fireball The Log Skeletons Guards Electro Wizard Magic Archer
Electro Wizard Fireball Magic Archer
Fireball Goblin Giant The Log Electro Wizard Magic Archer
Skeletons
Guards Skeletons Electro Wizard
Guards Electro Wizard Skeletons Fireball Goblin Giant The Log Magic Archer
Fireball Electro Wizard Magic Archer
Skeletons Fireball Guards The Log Electro Wizard
Fireball Guards The Log Electro Wizard Magic Archer
Electro Wizard
Fireball The Log Electro Wizard
Skeletons Fireball Electro Wizard
Fireball Guards The Log Electro Wizard Magic Archer
The Log Fireball Guards Electro Wizard Magic Archer
Electro Wizard
Fireball Guards Goblin Giant The Log Electro Wizard

Counters to secondary win conditions

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

Guards Skeletons Fireball Electro Wizard
Fireball Electro Wizard The Log Magic Archer
Guards Skeletons Goblin Giant The Log Electro Wizard
Guards Fireball Goblin Giant The Log Electro Wizard
Skeletons Guards Goblin Giant
Fireball Skeletons Goblin Giant Electro Wizard Magic Archer
Guards Skeletons Fireball Goblin Giant Electro Wizard
Goblin Giant
Electro Wizard Skeletons Fireball The Log Magic Archer
Skeletons Guards Goblin Giant
Guards
Fireball Guards Goblin Giant The Log Electro Wizard
Skeletons Fireball Guards Goblin Giant
Fireball Magic Archer
Guards Electro Wizard Skeletons Fireball Goblin Giant The Log Magic Archer
Fireball The Log Electro Wizard Magic Archer
Fireball 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.)

Fireball Magic Archer Guards The Log
Fireball The Log Electro Wizard Magic Archer
Fireball Goblin Giant The Log Magic Archer
Fireball Guards The Log
Fireball The Log Magic Archer
Fireball Goblin Giant Magic Archer
The Log Magic Archer
Fireball The Log Magic Archer
Fireball The Log
Fireball Guards Electro Wizard
Fireball The Log Electro Wizard Magic Archer
Fireball Magic Archer
Fireball The Log Magic Archer
Fireball Magic Archer
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Magic Archer Fireball The Log
Fireball
Fireball The Log Electro Wizard Magic Archer
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball
The Log
Fireball The Log
The Log Fireball Magic Archer
Fireball The Log Electro Wizard Magic Archer
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball Electro Wizard Magic Archer
Electro Wizard Fireball Guards
Fireball
Fireball The Log Magic Archer
Fireball Electro Wizard Magic Archer
Fireball The Log Magic Archer
Electro Wizard Fireball Guards Magic Archer
Fireball Electro Wizard Magic Archer
The Log Fireball
Fireball Electro Wizard Magic Archer
The Log Fireball Magic Archer
Fireball
Fireball Guards The Log Electro Wizard Magic Archer
Fireball Electro Wizard Magic Archer
Fireball Goblin Giant The Log Electro Wizard Magic Archer
Fireball

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