My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Godly!
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Goblin Gang Inferno Tower Executioner Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Giant Executioner Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Giant Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Gang Giant Goblin Barrel Mega Knight

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.

Goblin Gang Giant 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.

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 Giant Goblin Barrel
Giant Snowball
Goblin Gang Goblin Barrel
Zap
Goblin Gang Inferno Tower Goblin Barrel
Barbarian Barrel
Goblin Gang Inferno Tower Goblin Barrel Executioner Electro Wizard
The Log
Goblin Gang Goblin Barrel
Earthquake
Goblin Gang Inferno Tower Goblin Barrel
Arrows
Goblin Gang Goblin Barrel
Royal Delivery
Goblin Gang Goblin Barrel Executioner Electro Wizard
Fireball
Goblin Gang Inferno Tower Goblin Barrel Executioner Electro Wizard
Poison
Goblin Gang Inferno Tower Executioner Electro Wizard
Lightning
Inferno Tower Executioner Electro Wizard
Rocket
Inferno Tower Executioner

Against air swarms

Spells and units that can counter air swarms.

Zap Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Executioner 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.

Inferno Tower Executioner Mega Knight

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.

Zap Goblin Gang Goblin Barrel Electro Wizard Giant Inferno Tower Executioner Mega Knight

Shortest cycle

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

12 Zap Goblin Gang Goblin Barrel Electro Wizard

Attack Synergies 4 8

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
Giant Electro Wizard Executioner Mega Knight
Goblin Gang
Goblin Barrel Giant
Giant
Zap Goblin Barrel Goblin Gang Executioner Electro Wizard
Inferno Tower
Goblin Barrel
Goblin Gang Giant Mega Knight
Executioner
Zap Giant Mega Knight
Electro Wizard
Zap Giant Mega Knight
Mega Knight
Zap Goblin Barrel Executioner Electro Wizard

Defense Synergies 4 7

Zap
Electro Wizard Mega Knight Goblin Gang Inferno Tower Executioner
Goblin Gang
Inferno Tower Zap Electro Wizard
Giant
Inferno Tower
Goblin Gang Electro Wizard Zap Mega Knight
Goblin Barrel
Executioner
Zap Mega Knight
Electro Wizard
Zap Inferno Tower Goblin Gang Mega Knight
Mega Knight
Zap Inferno Tower Executioner 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.

Zap Inferno Tower Executioner Electro Wizard
Inferno Tower Zap Goblin Gang Executioner Electro Wizard Mega Knight
Goblin Gang Inferno Tower Mega Knight Executioner Electro Wizard
Inferno Tower Goblin Gang Electro Wizard Mega Knight
Mega Knight
Goblin Gang Zap Executioner Electro Wizard Mega Knight
Inferno Tower Electro Wizard Zap Goblin Gang Executioner
Zap Inferno Tower Electro Wizard Mega Knight
Inferno Tower Goblin Gang
Goblin Gang Inferno Tower Electro Wizard Mega Knight
Goblin Gang Executioner Electro Wizard Zap Mega Knight
Inferno Tower Executioner Zap Goblin Gang Electro Wizard
Inferno Tower Mega Knight Zap Goblin Gang Electro Wizard
Executioner Mega Knight Zap Goblin Gang Electro Wizard
Inferno Tower Goblin Gang Electro Wizard Mega Knight
Inferno Tower Zap Goblin Gang Electro Wizard Mega Knight
Mega Knight Goblin Gang Inferno Tower Executioner Electro Wizard
Mega Knight Zap Goblin Gang Executioner Electro Wizard
Zap Executioner Electro Wizard Mega Knight
Inferno Tower Electro Wizard
Goblin Gang Mega Knight Executioner Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Inferno Tower Electro Wizard
Electro Wizard Zap Goblin Gang Executioner Mega Knight
Goblin Gang Mega Knight Zap Inferno Tower Electro Wizard
Goblin Gang Mega Knight Zap Inferno Tower Electro Wizard
Inferno Tower Goblin Gang Executioner Mega Knight
Executioner Zap Goblin Gang Electro Wizard
Goblin Gang Inferno Tower Electro Wizard
Inferno Tower Mega Knight
Zap Electro Wizard Mega Knight Inferno Tower
Inferno Tower Goblin Gang
Mega Knight Inferno Tower
Mega Knight Zap Electro Wizard
Mega Knight Goblin Gang Inferno Tower Executioner
Executioner Mega Knight
Goblin Gang Inferno Tower Electro Wizard Zap Executioner
Executioner Mega Knight Zap Inferno Tower Electro Wizard
Zap Inferno Tower 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.)

Zap Executioner Electro Wizard
Executioner Zap Mega Knight
Executioner Zap
Executioner
Zap Executioner
Zap
Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Executioner
Executioner
Zap
Zap Executioner
Executioner Mega Knight
Zap Executioner Electro Wizard Mega Knight
Zap Mega Knight
Mega Knight
Zap
Zap Executioner Mega Knight
Zap Executioner Electro Wizard
Zap Mega Knight
Zap
Zap Executioner Electro Wizard
Zap Electro Wizard
Zap Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Goblin Gang
Zap Executioner Electro Wizard
Goblin Gang Executioner Electro Wizard Mega Knight
Zap Executioner
Zap
Executioner Mega Knight
Zap Goblin Gang Electro Wizard
Zap Executioner Electro Wizard
Zap Executioner Electro Wizard Mega Knight
Mega Knight

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