My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Mighty Miner

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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 Gang Firecracker 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.

Bomber Knight Firecracker Witch Prince

Offensive cards

Win conditions

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

Missing

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 Prince

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.

Knight Goblin Gang Prince

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

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
Bomber Goblin Gang Guards Prince
Giant Snowball
Bomber Goblin Gang Guards Witch
Zap
Bomber Goblin Gang Firecracker Guards Witch Prince
Barbarian Barrel
Bomber Knight Goblin Gang Firecracker Guards Witch
The Log
Bomber Goblin Gang Firecracker Guards Witch Prince
Earthquake
Bomber Goblin Gang Firecracker Guards Witch
Arrows
Bomber Goblin Gang Firecracker Guards Witch
Royal Delivery
Bomber Knight Goblin Gang Firecracker Guards Witch Prince
Fireball
Bomber Goblin Gang Firecracker Witch
Poison
Bomber Goblin Gang Firecracker Guards Witch
Lightning
Knight Witch Prince
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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.

Knight Guards Prince

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

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.

Bomber Zap Knight Goblin Gang Firecracker Guards Witch Prince

Shortest cycle

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

10 Bomber Zap Knight Goblin Gang

Attack Synergies 4 12

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.

Bomber
Zap Knight Prince
Zap
Firecracker Prince Bomber Knight Guards Witch
Knight
Goblin Gang Firecracker Bomber Zap Witch Prince
Goblin Gang
Knight Firecracker Prince
Firecracker
Zap Knight Goblin Gang Prince
Guards
Zap
Witch
Zap Knight Prince
Prince
Zap Bomber Knight Goblin Gang Firecracker Witch

Defense Synergies 3 17

Bomber
Knight Zap Guards
Zap
Bomber Knight Goblin Gang Firecracker Guards Witch Prince
Knight
Bomber Goblin Gang Firecracker Zap Witch
Goblin Gang
Knight Zap Firecracker Guards Prince
Firecracker
Knight Zap Goblin Gang Guards Prince
Guards
Bomber Zap Goblin Gang Firecracker Witch Prince
Witch
Zap Knight Guards Prince
Prince
Zap Goblin Gang Firecracker Guards 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.

Bomber Zap Knight Firecracker
Bomber Zap Knight Goblin Gang Firecracker Witch Prince
Goblin Gang Witch Prince Bomber Knight
Witch Prince Bomber Knight Goblin Gang Firecracker Guards
Bomber Firecracker Prince
Goblin Gang Bomber Zap Firecracker Guards
Zap Goblin Gang Firecracker Witch
Zap
Witch Goblin Gang Prince
Knight Goblin Gang Guards Bomber Firecracker Prince
Goblin Gang Guards Witch Bomber Zap Knight Firecracker
Zap Goblin Gang Firecracker Witch
Prince Bomber Zap Knight Goblin Gang Guards Witch
Bomber Zap Goblin Gang Firecracker Guards Witch Prince
Knight Goblin Gang Prince
Zap Goblin Gang Prince
Bomber Knight Goblin Gang Firecracker Witch Prince
Bomber Zap Knight Goblin Gang Firecracker Guards Witch Prince
Zap Witch Bomber Knight Firecracker Guards
Prince
Bomber Goblin Gang Knight Firecracker Guards Witch Prince

Counters to secondary win conditions

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

Knight Goblin Gang Guards Zap Witch Prince
Bomber Zap Knight Goblin Gang Firecracker Prince
Goblin Gang Guards Zap Knight Witch Prince
Goblin Gang Guards Prince Zap Knight
Knight Goblin Gang Guards Witch Prince
Firecracker Zap Goblin Gang Witch
Goblin Gang Guards Prince Knight Witch
Knight Prince
Zap Knight Firecracker Witch Prince
Witch Goblin Gang Guards
Knight Guards Witch Prince
Zap Guards Prince
Prince Knight Goblin Gang Guards Witch
Bomber Firecracker Witch
Goblin Gang Guards Witch Bomber Zap Knight Firecracker Prince
Bomber Zap Firecracker 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.)

Knight Firecracker Guards
Firecracker Zap
Knight Firecracker Guards Prince
Bomber Zap Firecracker
Firecracker Zap Witch
Bomber Firecracker Witch
Zap Firecracker
Zap Firecracker
Goblin Gang Guards Prince
Firecracker Zap Knight Prince
Zap Firecracker
Knight Firecracker
Firecracker
Zap Firecracker Prince
Bomber Zap Firecracker Witch
Firecracker
Bomber
Bomber Zap Firecracker Prince
Bomber Zap Firecracker Witch
Prince
Prince
Zap
Zap Firecracker Bomber Witch
Witch
Firecracker Zap Witch
Zap Witch Prince
Zap Firecracker
Zap Firecracker Witch
Zap Firecracker Guards Witch
Bomber Zap
Zap Firecracker
Prince
Firecracker
Zap Goblin Gang Guards Witch Prince
Zap Firecracker Witch
Knight Goblin Gang Firecracker Prince
Bomber Zap Firecracker
Zap
Firecracker Prince
Zap Goblin Gang Firecracker Guards Witch
Firecracker Zap Witch
Zap Firecracker Witch Prince

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