My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Wizard Mother Witch

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.

Wizard Prince Electro Giant Mother Witch

Offensive cards

Win conditions

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

Electro Giant Miner

Damage spells

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

Rage

Punishments

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

Prince Miner

Pump responses

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

Miner

Dropped at the bridge

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

Goblins Prince 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.

Miner

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
Guards Prince Miner
Giant Snowball
Goblins Guards Miner
Zap
Goblins Guards Prince
Barbarian Barrel
Goblins Wizard Guards
The Log
Goblins Guards Prince
Earthquake
Guards
Arrows
Goblins Guards
Royal Delivery
Goblins Wizard Guards Prince Miner Mother Witch
Fireball
Wizard Mother Witch
Poison
Wizard Guards Mother Witch
Lightning
Wizard Prince Mother Witch
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Rage Guards Prince Electro Giant Miner Mother 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.

Goblins 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.

Goblins Rage Guards Miner Mother Witch Wizard Prince Electro Giant

Shortest cycle

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

10 Goblins Rage Guards Miner

Attack Synergies 2 9

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.

Goblins
Miner
Wizard
Rage Prince Miner
Rage
Wizard Prince Mother Witch
Guards
Miner
Prince
Wizard Rage Electro Giant Miner
Electro Giant
Prince Mother Witch
Miner
Goblins Guards Wizard Prince Mother Witch
Mother Witch
Rage Electro Giant Miner

Defense Synergies 0 6

Goblins
Wizard
Wizard
Goblins Guards Prince
Rage
Guards
Wizard Prince Mother Witch
Prince
Wizard Guards Electro Giant
Electro Giant
Prince
Miner
Mother Witch
Guards

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.

Wizard
Goblins Prince
Prince Goblins
Prince Goblins Guards
Prince
Goblins Guards Mother Witch
Wizard
Electro Giant
Goblins Prince
Guards Goblins Prince Miner
Goblins Guards Mother Witch Wizard Electro Giant
Wizard
Prince Wizard Guards
Wizard Goblins Guards Prince
Prince
Prince Electro Giant
Wizard Goblins Prince
Goblins Wizard Guards Prince
Wizard Guards Mother Witch
Prince
Wizard Goblins Guards Prince Electro Giant Mother Witch

Counters to secondary win conditions

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

Guards Goblins Prince Electro Giant
Wizard Prince Miner
Guards Goblins Prince
Guards Prince
Guards Prince
Wizard Electro Giant Mother Witch
Guards Prince Goblins
Prince
Goblins Prince
Guards
Guards Prince
Guards Prince Electro Giant
Prince Wizard Guards
Wizard Electro Giant
Guards Electro Giant Goblins Prince
Wizard Electro Giant Mother Witch

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.)

Guards
Miner
Miner
Guards Prince
Wizard
Wizard Electro Giant Mother Witch
Wizard
Wizard
Miner Wizard
Goblins Guards Prince
Miner Wizard Prince
Wizard
Miner
Prince
Wizard
Wizard
Wizard Prince
Wizard Electro Giant Miner Mother Witch
Prince
Wizard
Prince
Electro Giant Mother Witch Wizard
Miner Wizard
Wizard Prince Miner
Miner
Wizard Electro Giant Mother Witch
Wizard Guards Electro Giant
Wizard Miner
Prince
Wizard
Guards Prince
Wizard
Miner Wizard Prince
Wizard
Electro Giant
Prince
Electro Giant Guards
Prince Electro Giant Miner

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