My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Hut Electro Wizard

Defensive buildings

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

Goblin Hut

Investments

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

Elixir Golem Goblin Hut Prince Electro Wizard Lumberjack Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap Rage

Punishments

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

Elixir Golem Prince 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.

Elixir Golem Prince 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.

Electro Wizard 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
Elixir Golem Prince
Giant Snowball
Goblin Hut Lumberjack
Zap
Goblin Hut Prince
Barbarian Barrel
Elixir Golem Goblin Hut Electro Wizard Lumberjack
The Log
Elixir Golem Goblin Hut Prince Lumberjack
Earthquake
Elixir Golem Goblin Hut
Arrows
Goblin Hut
Royal Delivery
Elixir Golem Goblin Hut Prince Electro Wizard Lumberjack
Fireball
Elixir Golem Goblin Hut Electro Wizard Lumberjack
Poison
Elixir Golem Goblin Hut Electro Wizard
Lightning
Goblin Hut Prince Electro Wizard Lumberjack
Rocket
Goblin Hut Prince

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Elixir Golem Rage Prince 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.

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.

Zap Rage Elixir Golem Electro Wizard Lumberjack Goblin Hut Prince Mega Knight

Shortest cycle

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

11 Zap Rage Elixir Golem Electro Wizard

Attack Synergies 4 16

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
Prince Electro Wizard Elixir Golem Goblin Hut Lumberjack Mega Knight
Elixir Golem
Rage Zap Goblin Hut Lumberjack
Goblin Hut
Zap Elixir Golem Prince Lumberjack Mega Knight
Rage
Elixir Golem Prince Electro Wizard
Prince
Zap Mega Knight Goblin Hut Rage Electro Wizard Lumberjack
Electro Wizard
Zap Rage Prince Lumberjack Mega Knight
Lumberjack
Zap Elixir Golem Goblin Hut Prince Electro Wizard Mega Knight
Mega Knight
Prince Zap Goblin Hut Electro Wizard Lumberjack

Defense Synergies 2 8

Zap
Electro Wizard Mega Knight Goblin Hut Prince Lumberjack
Elixir Golem
Goblin Hut
Zap Electro Wizard Lumberjack
Rage
Prince
Zap Electro Wizard
Electro Wizard
Zap Goblin Hut Prince Lumberjack Mega Knight
Lumberjack
Zap Goblin Hut Electro Wizard
Mega Knight
Zap 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 Goblin Hut Electro Wizard
Lumberjack Zap Goblin Hut Prince Electro Wizard Mega Knight
Goblin Hut Prince Lumberjack Mega Knight Electro Wizard
Goblin Hut Prince Lumberjack Electro Wizard Mega Knight
Prince Lumberjack Mega Knight
Zap Electro Wizard Lumberjack Mega Knight
Electro Wizard Zap Goblin Hut
Zap Electro Wizard Mega Knight
Goblin Hut Prince Lumberjack
Prince Electro Wizard Lumberjack Mega Knight
Electro Wizard Zap Goblin Hut Lumberjack Mega Knight
Zap Goblin Hut Electro Wizard
Goblin Hut Prince Lumberjack Mega Knight Zap Electro Wizard
Mega Knight Zap Goblin Hut Prince Electro Wizard Lumberjack
Goblin Hut Prince Electro Wizard Lumberjack Mega Knight
Zap Goblin Hut Prince Electro Wizard Lumberjack Mega Knight
Mega Knight Goblin Hut Prince Electro Wizard Lumberjack
Mega Knight Zap Goblin Hut Prince Electro Wizard Lumberjack
Zap Goblin Hut Electro Wizard Lumberjack Mega Knight
Goblin Hut Prince Electro Wizard Lumberjack
Mega Knight Prince Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Zap Goblin Hut Prince Electro Wizard
Electro Wizard Zap Prince Lumberjack Mega Knight
Lumberjack Mega Knight Zap Goblin Hut Prince Electro Wizard
Prince Lumberjack Mega Knight Zap Electro Wizard
Goblin Hut Prince Lumberjack Mega Knight
Zap Goblin Hut Electro Wizard
Prince Goblin Hut Electro Wizard Lumberjack
Mega Knight Prince Lumberjack
Zap Electro Wizard Mega Knight Goblin Hut Prince
Goblin Hut
Mega Knight Goblin Hut Prince Lumberjack
Mega Knight Zap Prince Electro Wizard
Prince Mega Knight Lumberjack
Mega Knight
Goblin Hut Electro Wizard Zap Prince Lumberjack
Mega Knight Zap Goblin Hut Electro Wizard
Zap Goblin Hut 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 Electro Wizard
Goblin Hut
Prince
Zap Mega Knight
Zap
Zap
Zap
Prince Electro Wizard Lumberjack
Zap Prince Electro Wizard
Zap
Goblin Hut
Zap Goblin Hut Prince
Zap Goblin Hut
Goblin Hut Mega Knight
Zap Prince Electro Wizard Mega Knight
Zap Mega Knight
Prince Mega Knight
Prince
Zap
Zap Mega Knight
Zap Electro Wizard
Zap Prince Mega Knight
Zap
Zap Electro Wizard
Zap Electro Wizard Goblin Hut
Zap Mega Knight
Zap Electro Wizard
Prince Mega Knight
Zap Electro Wizard Goblin Hut Prince
Zap Electro Wizard
Prince Electro Wizard Lumberjack Mega Knight
Zap
Zap
Prince Mega Knight
Zap Electro Wizard
Zap Electro Wizard
Zap Prince Electro Wizard Mega Knight
Prince
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: