My Best Clash Royale Deck

Deck Check Rating

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

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 Gang Firecracker Electro Wizard Ram Rider

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.

Firecracker Royal Giant Fisherman Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Royal Giant Ram Rider

Damage spells

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

Zap Earthquake

Punishments

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

Goblin Gang Royal Giant Ram Rider

Pump responses

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

Earthquake

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 Ram Rider

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 Electro Wizard Ram Rider

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 Fisherman Ram Rider
Giant Snowball
Goblin Gang Fisherman Ram Rider
Zap
Goblin Gang Firecracker Royal Giant Fisherman Ram Rider
Barbarian Barrel
Goblin Gang Firecracker Electro Wizard
The Log
Goblin Gang Firecracker Royal Giant Fisherman Ram Rider
Earthquake
Goblin Gang Firecracker
Arrows
Goblin Gang Firecracker
Royal Delivery
Goblin Gang Firecracker Fisherman Electro Wizard Ram Rider
Fireball
Goblin Gang Firecracker Fisherman Electro Wizard Ram Rider
Poison
Goblin Gang Firecracker Fisherman Electro Wizard
Lightning
Fisherman Electro Wizard Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Earthquake

Ladder info

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

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 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 Goblin Gang Firecracker Earthquake Fisherman Electro Wizard Ram Rider Royal Giant

Shortest cycle

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

11 Zap Goblin Gang Firecracker Earthquake

Attack Synergies 7 11

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
Firecracker Earthquake Electro Wizard Ram Rider Royal Giant Fisherman
Goblin Gang
Firecracker Royal Giant
Firecracker
Zap Royal Giant Goblin Gang Earthquake Fisherman Ram Rider
Royal Giant
Firecracker Earthquake Fisherman Zap Goblin Gang Electro Wizard
Earthquake
Zap Royal Giant Firecracker Ram Rider
Fisherman
Royal Giant Zap Firecracker Ram Rider
Electro Wizard
Zap Royal Giant Ram Rider
Ram Rider
Zap Firecracker Earthquake Fisherman Electro Wizard

Defense Synergies 1 13

Zap
Electro Wizard Goblin Gang Firecracker Earthquake Fisherman Ram Rider
Goblin Gang
Zap Firecracker Fisherman Electro Wizard
Firecracker
Zap Goblin Gang Earthquake Fisherman Electro Wizard
Royal Giant
Earthquake
Zap Firecracker
Fisherman
Zap Goblin Gang Firecracker Ram Rider
Electro Wizard
Zap Goblin Gang Firecracker Ram Rider
Ram Rider
Zap Fisherman 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.

Earthquake Zap Firecracker Electro Wizard Ram Rider
Zap Goblin Gang Firecracker Fisherman Electro Wizard Ram Rider
Goblin Gang Fisherman Ram Rider Electro Wizard
Goblin Gang Firecracker Fisherman Electro Wizard Ram Rider
Firecracker Earthquake
Goblin Gang Zap Firecracker Earthquake Electro Wizard
Electro Wizard Ram Rider Zap Goblin Gang Firecracker
Earthquake Zap Electro Wizard Ram Rider
Goblin Gang Fisherman
Goblin Gang Firecracker Fisherman Electro Wizard
Goblin Gang Electro Wizard Zap Firecracker Earthquake Fisherman Ram Rider
Zap Goblin Gang Firecracker Electro Wizard Ram Rider
Zap Goblin Gang Earthquake Electro Wizard Ram Rider
Zap Goblin Gang Firecracker Earthquake Electro Wizard
Goblin Gang Electro Wizard Ram Rider
Zap Goblin Gang Fisherman Electro Wizard Ram Rider
Goblin Gang Firecracker Fisherman Electro Wizard
Zap Goblin Gang Firecracker Fisherman Electro Wizard Ram Rider
Zap Earthquake Firecracker Fisherman Electro Wizard Ram Rider
Fisherman Electro Wizard Ram Rider
Goblin Gang Firecracker Earthquake Fisherman Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Fisherman Electro Wizard
Electro Wizard Zap Goblin Gang Firecracker Fisherman
Goblin Gang Zap Fisherman Electro Wizard Ram Rider
Goblin Gang Zap Fisherman Electro Wizard Ram Rider
Goblin Gang Fisherman Ram Rider
Firecracker Zap Goblin Gang Electro Wizard Ram Rider
Goblin Gang Electro Wizard Ram Rider
Fisherman
Zap Electro Wizard Firecracker
Goblin Gang
Zap Electro Wizard
Goblin Gang Ram Rider
Firecracker
Goblin Gang Electro Wizard Zap Firecracker Fisherman
Zap Firecracker Earthquake Electro Wizard
Zap 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.)

Earthquake Firecracker
Firecracker Zap Fisherman Electro Wizard Ram Rider
Earthquake
Earthquake Firecracker
Zap Firecracker Earthquake
Firecracker Zap Ram Rider
Firecracker Earthquake
Earthquake Zap Firecracker Ram Rider
Zap Firecracker Fisherman Ram Rider
Goblin Gang Fisherman Electro Wizard
Firecracker Zap Earthquake Fisherman Electro Wizard Ram Rider
Zap Firecracker
Earthquake Firecracker Fisherman
Earthquake Firecracker Fisherman
Earthquake Zap Firecracker Fisherman
Earthquake Zap Firecracker
Earthquake Firecracker
Earthquake
Fisherman
Zap Firecracker Earthquake Fisherman Electro Wizard
Zap Firecracker Earthquake
Earthquake
Fisherman
Earthquake Zap
Zap Firecracker Earthquake
Fisherman
Firecracker Zap Earthquake Fisherman Electro Wizard Ram Rider
Zap Fisherman Ram Rider
Zap Firecracker Fisherman
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Zap Earthquake
Zap Firecracker Electro Wizard
Firecracker Earthquake
Zap Earthquake Electro Wizard Goblin Gang
Zap Firecracker Electro Wizard Ram Rider
Goblin Gang Firecracker Electro Wizard
Zap Firecracker Earthquake
Zap
Firecracker
Zap Goblin Gang Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard
Firecracker

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