My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Phoenix Mother Witch

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Zappies Mother Witch

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage Battle Ram Zappies Electro Giant Mother Witch

Offensive cards

Win conditions

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

Battle Ram Royal Hogs Electro Giant

Damage spells

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

Fireball

Punishments

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

Goblin Gang Battle Ram Royal Hogs

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.

Goblin Gang Battle Ram Royal Hogs 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.

Royal Hogs

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 Royal Hogs
Giant Snowball
Goblin Gang Battle Ram Zappies Royal Hogs
Zap
Goblin Gang Battle Ram Zappies Royal Hogs
Barbarian Barrel
Goblin Gang Goblin Cage Battle Ram Zappies Royal Hogs
The Log
Goblin Gang Goblin Cage Battle Ram Zappies Royal Hogs
Earthquake
Goblin Gang Goblin Cage Zappies Royal Hogs
Arrows
Goblin Gang Zappies Royal Hogs
Royal Delivery
Goblin Gang Goblin Cage Battle Ram Zappies Royal Hogs Mother Witch
Fireball
Goblin Gang Goblin Cage Battle Ram Zappies Royal Hogs Mother Witch
Poison
Goblin Gang Goblin Cage Zappies Royal Hogs Mother Witch
Lightning
Goblin Cage Battle Ram Mother Witch
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fireball Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Battle Ram Electro Giant Mother Witch

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.

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Fireball Goblin Cage Battle Ram Zappies Mother Witch Royal Hogs Electro Giant

Shortest cycle

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

15 Goblin Gang Fireball Goblin Cage Battle Ram

Attack Synergies 1 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.

Goblin Gang
Goblin Cage Battle Ram Royal Hogs
Fireball
Battle Ram Royal Hogs
Goblin Cage
Goblin Gang Battle Ram Royal Hogs
Battle Ram
Goblin Gang Fireball Goblin Cage Zappies Royal Hogs Mother Witch
Zappies
Battle Ram Royal Hogs
Royal Hogs
Mother Witch Goblin Gang Fireball Goblin Cage Battle Ram Zappies
Electro Giant
Mother Witch
Mother Witch
Royal Hogs Battle Ram Electro Giant

Defense Synergies 0 9

Goblin Gang
Goblin Cage Zappies
Fireball
Goblin Cage Zappies
Goblin Cage
Goblin Gang Fireball Zappies Electro Giant Mother Witch
Battle Ram
Zappies
Goblin Gang Fireball Goblin Cage Electro Giant Mother Witch
Royal Hogs
Electro Giant
Goblin Cage Zappies
Mother Witch
Goblin Cage Zappies

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.

Fireball Goblin Cage Zappies
Goblin Gang Goblin Cage Zappies
Goblin Gang Goblin Cage Zappies
Goblin Cage Goblin Gang Zappies
Fireball Goblin Cage
Goblin Gang Fireball Zappies Mother Witch
Goblin Gang Fireball Goblin Cage Zappies
Fireball Goblin Cage Electro Giant
Zappies Goblin Gang Goblin Cage
Goblin Gang Zappies
Goblin Gang Mother Witch Fireball Zappies Electro Giant
Goblin Gang Fireball Zappies
Goblin Cage Goblin Gang Fireball Zappies
Fireball Goblin Gang Goblin Cage Zappies
Goblin Gang Goblin Cage Zappies
Goblin Gang Fireball Goblin Cage Zappies Electro Giant
Goblin Gang Fireball Goblin Cage Zappies
Fireball Goblin Cage Goblin Gang Zappies
Goblin Cage Fireball Zappies Mother Witch
Goblin Cage Zappies
Goblin Gang Fireball Zappies Electro Giant Mother Witch

Counters to secondary win conditions

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

Goblin Gang Fireball Goblin Cage Zappies Electro Giant
Fireball Goblin Gang
Goblin Gang Zappies Goblin Cage
Goblin Gang Fireball Goblin Cage Zappies
Goblin Gang Goblin Cage Zappies
Fireball Electro Giant Mother Witch Goblin Gang Zappies
Goblin Gang Fireball Goblin Cage Zappies
Goblin Cage Zappies
Goblin Cage Fireball Zappies
Goblin Gang Goblin Cage Zappies
Goblin Cage Zappies
Fireball Goblin Cage Electro Giant
Goblin Gang Fireball Goblin Cage Zappies
Fireball Goblin Cage Zappies Electro Giant
Goblin Gang Zappies Electro Giant Fireball Goblin Cage
Fireball Goblin Cage Zappies 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.)

Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Electro Giant Mother Witch
Fireball
Fireball
Goblin Gang Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Electro Giant Mother Witch
Fireball
Fireball
Fireball
Electro Giant Mother Witch Fireball
Fireball
Fireball
Fireball
Fireball Electro Giant Mother Witch
Fireball Zappies Electro Giant
Fireball
Fireball
Fireball Zappies
Fireball
Goblin Gang Fireball Zappies
Fireball Zappies
Fireball
Fireball Goblin Gang
Fireball
Fireball Electro Giant
Electro Giant Goblin Gang Fireball Zappies
Fireball Zappies
Fireball Electro Giant

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