My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Goblin Gang 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.

Archers Wizard Lumberjack Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Tornado

Punishments

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

Goblin Gang Lumberjack Mega Knight

Pump responses

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

Missing

Dropped at the bridge

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

Goblin Gang Barbarians Lumberjack 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.

Lumberjack

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
Archers Goblin Gang
Giant Snowball
Archers Goblin Gang Barbarians Lumberjack
Zap
Archers Goblin Gang
Barbarian Barrel
Archers Goblin Gang Barbarians Wizard Lumberjack
The Log
Archers Goblin Gang Barbarians Lumberjack
Earthquake
Archers Goblin Gang Barbarians
Arrows
Archers Goblin Gang
Royal Delivery
Archers Goblin Gang Barbarians Wizard Lumberjack
Fireball
Archers Goblin Gang Barbarians Wizard Lumberjack
Poison
Archers Goblin Gang Barbarians Wizard
Lightning
Wizard Lumberjack
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado 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.

Tornado 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 Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Goblin Gang Tornado Lumberjack Barbarians Wizard Mega Knight

Shortest cycle

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

11 Zap Archers Goblin Gang Tornado

Attack Synergies 2 9

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.

Zap
Tornado Archers Lumberjack Mega Knight
Archers
Zap Lumberjack Mega Knight
Goblin Gang
Barbarians
Wizard
Tornado Lumberjack Mega Knight
Tornado
Zap Wizard Mega Knight
Lumberjack
Zap Archers Wizard Mega Knight
Mega Knight
Zap Archers Wizard Tornado Lumberjack

Defense Synergies 2 14

Zap
Mega Knight Archers Goblin Gang Barbarians Tornado Lumberjack
Archers
Zap Goblin Gang Tornado Lumberjack Mega Knight
Goblin Gang
Zap Archers Barbarians Lumberjack
Barbarians
Zap Goblin Gang
Wizard
Tornado Lumberjack Mega Knight
Tornado
Wizard Zap Archers Mega Knight
Lumberjack
Zap Archers Goblin Gang Wizard
Mega Knight
Zap Archers Wizard Tornado

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.

Zap Wizard
Barbarians Lumberjack Zap Goblin Gang Mega Knight
Goblin Gang Barbarians Tornado Lumberjack Mega Knight Archers
Barbarians Lumberjack Goblin Gang Mega Knight
Barbarians Tornado Lumberjack Mega Knight
Goblin Gang Tornado Zap Archers Lumberjack Mega Knight
Tornado Zap Archers Goblin Gang Wizard
Zap Barbarians Mega Knight
Barbarians Goblin Gang Tornado Lumberjack
Goblin Gang Tornado Archers Barbarians Lumberjack Mega Knight
Archers Goblin Gang Barbarians Zap Wizard Tornado Lumberjack Mega Knight
Zap Archers Goblin Gang Wizard Tornado
Barbarians Lumberjack Mega Knight Zap Goblin Gang Wizard
Wizard Mega Knight Zap Goblin Gang Barbarians Tornado Lumberjack
Barbarians Goblin Gang Lumberjack Mega Knight
Barbarians Tornado Zap Goblin Gang Lumberjack Mega Knight
Barbarians Wizard Mega Knight Goblin Gang Tornado Lumberjack
Mega Knight Zap Archers Goblin Gang Barbarians Wizard Tornado Lumberjack
Zap Wizard Tornado Archers Barbarians Lumberjack Mega Knight
Barbarians Tornado Lumberjack
Goblin Gang Wizard Mega Knight Archers Barbarians Lumberjack

Counters to secondary win conditions

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

Goblin Gang Barbarians Lumberjack Mega Knight Zap Archers
Zap Archers Goblin Gang Wizard Lumberjack Mega Knight
Goblin Gang Barbarians Lumberjack Mega Knight Zap
Goblin Gang Lumberjack Mega Knight Zap Barbarians Tornado
Barbarians Goblin Gang Lumberjack Mega Knight
Wizard Zap Archers Goblin Gang Tornado
Goblin Gang Archers Barbarians Lumberjack
Mega Knight Barbarians Lumberjack
Zap Mega Knight Barbarians Tornado
Goblin Gang Barbarians
Mega Knight Barbarians Lumberjack
Mega Knight Zap Barbarians Tornado
Barbarians Mega Knight Goblin Gang Wizard Lumberjack
Wizard Archers Barbarians Mega Knight
Goblin Gang Barbarians Zap Archers Tornado Lumberjack
Mega Knight Zap Archers Barbarians Wizard
Zap

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.)

Zap Tornado
Barbarians
Wizard Zap Mega Knight
Wizard Zap Tornado
Archers Wizard Tornado
Zap Wizard Tornado
Zap Wizard Tornado
Goblin Gang Tornado Lumberjack
Zap Wizard Tornado
Zap Archers Wizard Tornado
Zap
Zap Wizard
Wizard Mega Knight
Tornado
Zap Archers Wizard Mega Knight
Zap Wizard Tornado Mega Knight
Mega Knight
Wizard Tornado
Tornado
Zap Barbarians
Zap Tornado Wizard Mega Knight
Zap Wizard Tornado
Zap Wizard Tornado Mega Knight
Zap Tornado
Zap Archers Wizard Tornado
Zap Wizard
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Archers Goblin Gang Barbarians
Zap Archers Wizard Tornado
Goblin Gang Wizard Lumberjack Mega Knight
Zap Wizard
Zap Tornado
Mega Knight
Zap Goblin Gang Tornado
Zap Tornado
Zap Tornado Mega Knight
Wizard Mega Knight

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