My Best Clash Royale Deck

Deck Check Rating

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

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 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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

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.

Skeletons Witch Balloon Electro Giant Electro Wizard

Offensive cards

Win conditions

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

Balloon Electro Giant

Damage spells

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

Poison

Punishments

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

Goblin Gang Balloon

Pump responses

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

Poison

Dropped at the bridge

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

Electro Spirit Goblin Gang Balloon Electro Giant

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 Spirit Balloon 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
Skeletons Goblin Gang Balloon
Giant Snowball
Skeletons Goblin Gang Witch Balloon
Zap
Skeletons Goblin Gang Witch Balloon
Barbarian Barrel
Skeletons Electro Spirit Goblin Gang Witch Electro Wizard
The Log
Skeletons Electro Spirit Goblin Gang Witch
Earthquake
Skeletons Goblin Gang Witch
Arrows
Skeletons Electro Spirit Goblin Gang Witch
Royal Delivery
Skeletons Electro Spirit Goblin Gang Witch Balloon Electro Wizard
Fireball
Goblin Gang Witch Balloon Electro Wizard
Poison
Goblin Gang Witch Balloon Electro Wizard
Lightning
Witch Balloon Electro Wizard
Rocket
Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Poison Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Poison Electro Giant

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.

Electro Spirit Poison Electro 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Goblin Gang Poison Electro Wizard Witch Balloon Electro Giant

Shortest cycle

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

9 Skeletons Electro Spirit Goblin Gang Poison

Attack Synergies 0 5

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.

Skeletons
Electro Spirit
Balloon Electro Giant
Goblin Gang
Balloon
Poison
Balloon
Witch
Balloon
Electro Spirit Goblin Gang Poison Electro Wizard
Electro Giant
Electro Spirit
Electro Wizard
Balloon

Defense Synergies 0 8

Skeletons
Electro Spirit Poison Witch Electro Wizard
Electro Spirit
Skeletons Electro Wizard
Goblin Gang
Electro Wizard
Poison
Skeletons Electro Wizard
Witch
Skeletons Electro Wizard
Balloon
Electro Giant
Electro Wizard
Skeletons Electro Spirit Goblin Gang Poison Witch

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.

Electro Wizard
Skeletons Goblin Gang Witch Electro Wizard
Goblin Gang Witch Skeletons Electro Wizard
Witch Skeletons Goblin Gang Electro Wizard
Poison
Goblin Gang Skeletons Electro Spirit Electro Wizard
Electro Wizard Electro Spirit Goblin Gang Poison Witch
Electro Spirit Poison Electro Giant Electro Wizard
Witch Skeletons Goblin Gang
Goblin Gang Skeletons Electro Wizard
Goblin Gang Poison Witch Electro Wizard Skeletons Electro Spirit Electro Giant
Goblin Gang Poison Witch Electro Wizard
Skeletons Goblin Gang Witch Electro Wizard
Electro Spirit Goblin Gang Poison Witch Electro Wizard
Goblin Gang Electro Wizard
Goblin Gang Electro Giant Electro Wizard
Skeletons Goblin Gang Poison Witch Electro Wizard
Electro Spirit Goblin Gang Witch Electro Wizard
Poison Witch Electro Spirit Electro Wizard
Electro Wizard
Goblin Gang Electro Spirit Poison Witch Electro Giant Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeletons Witch Electro Giant Electro Wizard
Poison Electro Wizard Goblin Gang
Goblin Gang Skeletons Witch Electro Wizard
Goblin Gang Electro Wizard
Skeletons Goblin Gang Witch
Poison Electro Giant Skeletons Electro Spirit Goblin Gang Witch Electro Wizard
Goblin Gang Skeletons Witch Electro Wizard
Electro Wizard Skeletons Electro Spirit Poison Witch
Witch Skeletons Goblin Gang
Witch
Poison Electro Giant Electro Wizard
Skeletons Goblin Gang Witch
Witch Electro Giant
Goblin Gang Witch Electro Giant Electro Wizard Skeletons Electro Spirit Poison
Poison Electro Spirit Witch Electro Giant 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.)

Poison
Poison Electro Wizard
Poison
Poison
Poison
Poison Electro Giant Electro Spirit Witch
Poison Witch
Poison
Poison
Goblin Gang Poison Electro Wizard
Poison Electro Wizard
Poison
Poison
Poison
Poison
Poison Witch
Poison
Poison
Poison Electro Wizard
Poison Witch Electro Giant
Poison
Poison
Poison
Poison Electro Giant Electro Spirit Witch
Witch
Poison Witch Electro Wizard
Poison Witch
Poison
Poison Witch Electro Giant Electro Wizard
Electro Wizard Electro Spirit Poison Witch Electro Giant
Poison
Electro Spirit Poison Electro Wizard
Poison
Electro Wizard Electro Spirit Goblin Gang Witch
Poison Witch Electro Wizard
Poison Goblin Gang Electro Wizard
Poison
Poison Electro Giant
Electro Giant Electro Spirit Goblin Gang Poison Witch Electro Wizard
Poison Witch Electro Wizard
Poison Witch Electro Giant Electro Wizard

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