My Best Clash Royale Deck

Deck Check Rating

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

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 Witch Electro Wizard Magic Archer

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 Royal Giant Witch Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Fireball

Punishments

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

Goblin Gang Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Goblin Gang Royal Giant Magic Archer

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 Magic Archer

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
Giant Snowball
Goblin Gang Witch
Zap
Goblin Gang Royal Giant Witch
Barbarian Barrel
Knight Goblin Gang Witch Electro Wizard Magic Archer
The Log
Goblin Gang Royal Giant Witch
Earthquake
Goblin Gang Witch
Arrows
Goblin Gang Witch
Royal Delivery
Knight Goblin Gang Witch Electro Wizard Magic Archer
Fireball
Goblin Gang Witch Electro Wizard Magic Archer
Poison
Goblin Gang Witch Electro Wizard Magic Archer
Lightning
Knight Witch Electro Wizard Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Magic Archer

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.

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.

Royal Giant Fireball

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 Fireball Witch 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Goblin Gang Fireball Electro Wizard Magic Archer Witch Royal Giant

Shortest cycle

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

12 Zap Knight Goblin Gang Fireball

Attack Synergies 4 15

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
Fireball Electro Wizard Knight Royal Giant Witch Magic Archer
Knight
Goblin Gang Zap Fireball Witch Electro Wizard Magic Archer
Goblin Gang
Knight Royal Giant
Royal Giant
Fireball Zap Goblin Gang Witch Electro Wizard Magic Archer
Fireball
Zap Royal Giant Knight Electro Wizard Magic Archer
Witch
Zap Knight Royal Giant
Electro Wizard
Zap Knight Royal Giant Fireball Magic Archer
Magic Archer
Zap Knight Royal Giant Fireball Electro Wizard

Defense Synergies 5 11

Zap
Fireball Electro Wizard Knight Goblin Gang Witch Magic Archer
Knight
Goblin Gang Electro Wizard Magic Archer Zap Fireball Witch
Goblin Gang
Knight Zap Electro Wizard Magic Archer
Royal Giant
Fireball
Zap Knight Electro Wizard
Witch
Zap Knight Electro Wizard
Electro Wizard
Zap Knight Goblin Gang Fireball Witch Magic Archer
Magic Archer
Knight Zap Goblin Gang 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 Knight Fireball Electro Wizard Magic Archer
Zap Knight Goblin Gang Witch Electro Wizard
Goblin Gang Witch Knight Electro Wizard
Witch Knight Goblin Gang Electro Wizard
Fireball
Goblin Gang Fireball Zap Electro Wizard Magic Archer
Electro Wizard Zap Goblin Gang Fireball Witch Magic Archer
Zap Fireball Electro Wizard Magic Archer
Witch Goblin Gang
Knight Goblin Gang Electro Wizard
Goblin Gang Witch Electro Wizard Zap Knight Fireball Magic Archer
Zap Goblin Gang Fireball Witch Electro Wizard Magic Archer
Zap Knight Goblin Gang Fireball Witch Electro Wizard
Fireball Zap Goblin Gang Witch Electro Wizard Magic Archer
Knight Goblin Gang Electro Wizard
Zap Goblin Gang Fireball Electro Wizard
Knight Goblin Gang Fireball Witch Electro Wizard
Fireball Zap Knight Goblin Gang Witch Electro Wizard Magic Archer
Zap Witch Knight Fireball Electro Wizard Magic Archer
Electro Wizard
Goblin Gang Knight Fireball Witch Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Zap Fireball Witch Electro Wizard
Fireball Electro Wizard Zap Knight Goblin Gang Magic Archer
Goblin Gang Zap Knight Witch Electro Wizard
Goblin Gang Zap Knight Fireball Electro Wizard
Knight Goblin Gang Witch
Fireball Zap Goblin Gang Witch Electro Wizard Magic Archer
Goblin Gang Knight Fireball Witch Electro Wizard
Knight
Zap Electro Wizard Knight Fireball Witch Magic Archer
Witch Goblin Gang
Knight Witch
Zap Fireball Electro Wizard
Knight Goblin Gang Fireball Witch
Fireball Witch Magic Archer
Goblin Gang Witch Electro Wizard Zap Knight Fireball Magic Archer
Zap Fireball Witch Electro Wizard Magic Archer

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.)

Fireball Magic Archer Knight
Fireball Zap Electro Wizard Magic Archer
Fireball Magic Archer
Knight Fireball
Fireball Zap Magic Archer
Fireball Zap Witch Magic Archer
Witch Magic Archer
Fireball Zap Magic Archer
Fireball Zap
Goblin Gang Fireball Electro Wizard
Zap Knight Fireball Electro Wizard Magic Archer
Fireball Zap Magic Archer
Knight Fireball Magic Archer
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Witch Magic Archer
Magic Archer Fireball
Fireball
Zap Fireball Electro Wizard Magic Archer
Zap Fireball Witch Magic Archer
Fireball Magic Archer
Fireball
Zap Fireball
Zap Fireball Witch Magic Archer
Witch
Fireball Zap Witch Electro Wizard Magic Archer
Fireball Zap Witch Magic Archer
Fireball Zap Magic Archer
Zap Fireball Witch Electro Wizard Magic Archer
Zap Electro Wizard Fireball Witch
Fireball
Zap Fireball Magic Archer
Zap Fireball Electro Wizard Magic Archer
Fireball Magic Archer
Zap Electro Wizard Goblin Gang Fireball Witch Magic Archer
Fireball Zap Witch Electro Wizard Magic Archer
Fireball
Fireball Knight Goblin Gang Electro Wizard Magic Archer
Zap Fireball Magic Archer
Zap Fireball
Zap Goblin Gang Fireball Witch Electro Wizard Magic Archer
Zap Fireball Witch Electro Wizard Magic Archer
Zap Fireball Witch Electro Wizard Magic Archer

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