My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Similar decks

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

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.

Knight Goblin Giant Electro Wizard Sparky

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Zap Arrows Rage

Punishments

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

Elite Barbarians Goblin Giant

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.

Knight Elite Barbarians Goblin Giant

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.

Elite Barbarians 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
Elite Barbarians Sparky
Giant Snowball
Zap
Goblin Giant Sparky
Barbarian Barrel
Knight Elite Barbarians Electro Wizard Sparky
The Log
Elite Barbarians Sparky
Earthquake
Arrows
Royal Delivery
Knight Elite Barbarians Electro Wizard Sparky
Fireball
Elite Barbarians Electro Wizard Sparky
Poison
Electro Wizard Sparky
Lightning
Knight Elite Barbarians Electro Wizard Sparky
Rocket
Elite Barbarians Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Sparky

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.

Arrows Knight Rage Sparky

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.

Elite Barbarians

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.

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.

Zap Rage Arrows Knight Electro Wizard Elite Barbarians Goblin Giant Sparky

Shortest cycle

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

10 Zap Rage Arrows Knight

Attack Synergies 10 12

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
Arrows Elite Barbarians Goblin Giant Electro Wizard Sparky Knight
Arrows
Zap Elite Barbarians Sparky Knight Goblin Giant
Knight
Zap Arrows Elite Barbarians Electro Wizard Sparky
Elite Barbarians
Zap Arrows Rage Knight Goblin Giant Sparky
Rage
Elite Barbarians Sparky Goblin Giant Electro Wizard
Goblin Giant
Zap Sparky Arrows Elite Barbarians Rage Electro Wizard
Electro Wizard
Zap Knight Rage Goblin Giant Sparky
Sparky
Zap Arrows Rage Goblin Giant Knight Elite Barbarians Electro Wizard

Defense Synergies 3 9

Zap
Goblin Giant Electro Wizard Arrows Knight Elite Barbarians Sparky
Arrows
Zap Knight Sparky
Knight
Electro Wizard Zap Arrows Sparky
Elite Barbarians
Zap
Rage
Goblin Giant
Zap Electro Wizard Sparky
Electro Wizard
Zap Knight Goblin Giant
Sparky
Zap Arrows Knight Goblin Giant

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 Knight Goblin Giant Electro Wizard Sparky
Elite Barbarians Sparky Zap Knight Electro Wizard
Sparky Knight Elite Barbarians Electro Wizard
Elite Barbarians Sparky Knight Electro Wizard
Arrows Elite Barbarians Sparky
Arrows Zap Electro Wizard
Electro Wizard Zap Arrows
Zap Arrows Goblin Giant Electro Wizard Sparky
Sparky Elite Barbarians
Knight Elite Barbarians Electro Wizard Sparky
Electro Wizard Zap Arrows Knight Goblin Giant
Arrows Zap Electro Wizard
Sparky Zap Knight Elite Barbarians Electro Wizard
Sparky Zap Arrows Electro Wizard
Elite Barbarians Sparky Knight Electro Wizard
Zap Elite Barbarians Electro Wizard Sparky
Sparky Arrows Knight Elite Barbarians Electro Wizard
Arrows Zap Knight Elite Barbarians Electro Wizard
Zap Arrows Knight Electro Wizard
Sparky Elite Barbarians Electro Wizard
Arrows Knight Elite Barbarians Goblin Giant Electro Wizard Sparky

Counters to secondary win conditions

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

Knight Zap Elite Barbarians Electro Wizard Sparky
Electro Wizard Zap Arrows Knight Elite Barbarians
Zap Knight Elite Barbarians Goblin Giant Electro Wizard Sparky
Zap Knight Elite Barbarians Goblin Giant Electro Wizard Sparky
Knight Elite Barbarians Goblin Giant Sparky
Arrows Zap Goblin Giant Electro Wizard
Sparky Knight Elite Barbarians Goblin Giant Electro Wizard
Knight Elite Barbarians Goblin Giant Sparky
Zap Electro Wizard Knight Elite Barbarians Sparky
Goblin Giant Sparky
Knight Elite Barbarians Sparky
Zap Arrows Elite Barbarians Goblin Giant Electro Wizard
Elite Barbarians Knight Goblin Giant Sparky
Sparky
Elite Barbarians Electro Wizard Sparky Zap Knight Goblin Giant
Arrows Zap Elite Barbarians Electro Wizard Sparky
Zap Arrows 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.)

Arrows Knight Sparky
Arrows Zap Electro Wizard
Arrows Goblin Giant Sparky
Arrows Knight Sparky
Zap Arrows Sparky
Arrows Zap Goblin Giant
Arrows Sparky
Arrows Zap
Arrows Zap
Elite Barbarians Electro Wizard Sparky
Zap Arrows Knight Electro Wizard Sparky
Zap Arrows
Knight Elite Barbarians Sparky
Arrows
Zap Arrows Elite Barbarians Sparky
Zap Arrows Sparky
Arrows Sparky
Arrows Sparky
Sparky
Zap Arrows Electro Wizard Sparky
Zap Arrows
Sparky
Arrows
Sparky
Zap Arrows
Zap Arrows Sparky
Arrows Zap Electro Wizard Sparky
Zap Arrows Sparky
Zap Arrows Sparky
Elite Barbarians Zap Arrows Electro Wizard Sparky
Zap Electro Wizard
Elite Barbarians Sparky
Zap Arrows Sparky
Zap Arrows Electro Wizard Sparky
Sparky
Arrows Sparky
Zap Electro Wizard
Zap Arrows Electro Wizard
Arrows
Knight Electro Wizard Sparky
Arrows Zap
Zap Arrows Sparky
Elite Barbarians Sparky
Zap Elite Barbarians Electro Wizard Sparky
Zap Electro Wizard
Zap Goblin Giant Electro Wizard Sparky
Sparky
Sparky

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