My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Firecracker Night Witch

Defensive buildings

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

Tombstone

Investments

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

Firecracker Tombstone Battle Ram Giant Skeleton Night Witch

Offensive cards

Win conditions

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

Battle Ram

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 Battle Ram

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.

Goblin Gang Battle Ram Giant Skeleton

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 Giant Skeleton

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 Battle Ram Giant Skeleton Night Witch
Giant Snowball
Goblin Gang Tombstone Battle Ram Night Witch
Zap
Goblin Gang Firecracker Tombstone Battle Ram Night Witch
Barbarian Barrel
Goblin Gang Firecracker Tombstone Battle Ram Giant Skeleton Night Witch
The Log
Goblin Gang Firecracker Tombstone Battle Ram Giant Skeleton
Earthquake
Goblin Gang Firecracker Tombstone
Arrows
Goblin Gang Firecracker Tombstone Night Witch
Royal Delivery
Goblin Gang Firecracker Battle Ram Giant Skeleton Night Witch
Fireball
Goblin Gang Firecracker Tombstone Battle Ram Night Witch
Poison
Goblin Gang Firecracker Tombstone Night Witch
Lightning
Tombstone Battle Ram Night Witch
Rocket
Night Witch

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

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.

Tombstone Battle Ram Giant Skeleton Night Witch

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

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.

Mirror Zap Goblin Gang Firecracker Tombstone Battle Ram Night Witch Giant Skeleton

Shortest cycle

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

8 Mirror Zap Goblin Gang Firecracker

Attack Synergies 3 13

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 Battle Ram Mirror Giant Skeleton Night Witch
Goblin Gang
Firecracker Battle Ram Mirror Giant Skeleton
Firecracker
Zap Goblin Gang Battle Ram Mirror Giant Skeleton
Tombstone
Battle Ram
Zap Goblin Gang Firecracker Mirror
Mirror
Zap Goblin Gang Firecracker Battle Ram Giant Skeleton Night Witch
Giant Skeleton
Zap Goblin Gang Firecracker Mirror Night Witch
Night Witch
Zap Mirror Giant Skeleton

Defense Synergies 1 16

Zap
Mirror Goblin Gang Firecracker Tombstone Giant Skeleton Night Witch
Goblin Gang
Zap Firecracker Tombstone Mirror Giant Skeleton
Firecracker
Zap Goblin Gang Tombstone Mirror Giant Skeleton Night Witch
Tombstone
Zap Goblin Gang Firecracker Mirror Night Witch
Battle Ram
Mirror
Zap Goblin Gang Firecracker Tombstone Night Witch
Giant Skeleton
Zap Goblin Gang Firecracker
Night Witch
Zap Firecracker Tombstone Mirror

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 Firecracker Tombstone
Zap Goblin Gang Firecracker Tombstone Night Witch
Goblin Gang Tombstone Giant Skeleton Night Witch
Night Witch Goblin Gang Firecracker Tombstone
Firecracker Tombstone Giant Skeleton
Goblin Gang Zap Firecracker Night Witch
Zap Goblin Gang Firecracker Tombstone Night Witch
Zap Giant Skeleton
Goblin Gang Tombstone Night Witch
Goblin Gang Firecracker Giant Skeleton Night Witch
Goblin Gang Zap Firecracker Tombstone Giant Skeleton Night Witch
Zap Goblin Gang Firecracker Night Witch
Tombstone Night Witch Zap Goblin Gang Giant Skeleton
Zap Goblin Gang Firecracker Tombstone Night Witch
Goblin Gang Tombstone
Zap Goblin Gang
Goblin Gang Firecracker Tombstone Night Witch
Tombstone Zap Goblin Gang Firecracker Night Witch
Zap Firecracker Tombstone Giant Skeleton
Goblin Gang Firecracker Giant Skeleton Night Witch

Counters to secondary win conditions

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

Goblin Gang Zap Tombstone Giant Skeleton
Zap Goblin Gang Firecracker
Goblin Gang Tombstone Giant Skeleton Zap
Goblin Gang Giant Skeleton Zap Night Witch
Giant Skeleton Goblin Gang Tombstone Night Witch
Firecracker Zap Goblin Gang
Goblin Gang Tombstone Giant Skeleton Night Witch
Giant Skeleton
Zap Giant Skeleton Firecracker Tombstone
Goblin Gang Tombstone
Tombstone Giant Skeleton
Zap Giant Skeleton
Giant Skeleton Goblin Gang Tombstone Night Witch
Firecracker
Goblin Gang Tombstone Zap Firecracker Giant Skeleton Night Witch
Zap Firecracker Giant Skeleton

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.)

Firecracker Giant Skeleton
Firecracker Zap
Giant Skeleton
Firecracker Giant Skeleton
Zap Firecracker
Firecracker Zap
Firecracker
Zap Firecracker
Zap Firecracker
Goblin Gang Night Witch
Firecracker Zap
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Night Witch
Zap Firecracker
Zap Firecracker
Giant Skeleton Night Witch
Zap
Zap Firecracker
Firecracker Zap
Zap
Zap Firecracker
Zap Firecracker Night Witch
Zap Firecracker
Night Witch
Zap Night Witch
Zap Firecracker
Giant Skeleton
Firecracker
Zap Goblin Gang Tombstone Night Witch
Zap Firecracker
Goblin Gang Firecracker
Zap Firecracker
Zap Giant Skeleton
Firecracker
Zap Goblin Gang Firecracker Giant Skeleton
Firecracker Zap
Zap Firecracker Giant Skeleton

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