My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Hunter 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.

Hunter Electro Giant Mother Witch

Offensive cards

Win conditions

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

Royal Hogs Wall Breakers Electro Giant

Damage spells

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

Fireball Rage

Punishments

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

Royal Hogs Wall Breakers

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.

Goblins Royal Hogs Wall Breakers 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
Royal Hogs Wall Breakers
Giant Snowball
Goblins Royal Hogs Wall Breakers
Zap
Goblins Royal Hogs Wall Breakers
Barbarian Barrel
Goblins Royal Hogs Wall Breakers Hunter
The Log
Goblins Royal Hogs Wall Breakers Hunter
Earthquake
Royal Hogs
Arrows
Goblins Royal Hogs Wall Breakers
Royal Delivery
Goblins Royal Hogs Wall Breakers Hunter Mother Witch
Fireball
Royal Hogs Wall Breakers Hunter Mother Witch
Poison
Royal Hogs Hunter Mother Witch
Lightning
Hunter Mother Witch
Rocket
Royal Hogs Hunter

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Hunter 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 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.

Goblins 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Wall Breakers Rage Fireball Hunter Mother Witch Royal Hogs Electro Giant

Shortest cycle

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

10 Goblins Wall Breakers Rage Fireball

Attack Synergies 1 4

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
Fireball
Royal Hogs Wall Breakers
Royal Hogs
Mother Witch Fireball
Wall Breakers
Fireball
Rage
Mother Witch
Hunter
Electro Giant
Mother Witch
Mother Witch
Royal Hogs Rage Electro Giant

Defense Synergies 0 1

Goblins
Hunter
Fireball
Royal Hogs
Wall Breakers
Rage
Hunter
Goblins
Electro Giant
Mother 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.

Fireball
Hunter Goblins
Hunter Goblins
Hunter Goblins
Fireball
Fireball Goblins Hunter Mother Witch
Hunter Fireball
Fireball Electro Giant
Hunter Goblins
Goblins Hunter
Goblins Mother Witch Fireball Hunter Electro Giant
Hunter Fireball
Hunter Fireball
Fireball Goblins Hunter
Hunter
Fireball Hunter Electro Giant
Goblins Fireball Hunter
Fireball Goblins Hunter
Hunter Fireball Mother Witch
Hunter
Goblins Fireball Hunter Electro Giant Mother Witch

Counters to secondary win conditions

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

Goblins Fireball Electro Giant
Fireball Hunter
Goblins Hunter
Hunter Fireball
Hunter
Fireball Electro Giant Mother Witch Hunter
Goblins Fireball Hunter
Hunter
Goblins Fireball
Hunter
Fireball Electro Giant
Fireball Hunter
Fireball Electro Giant
Electro Giant Goblins Fireball Hunter
Fireball Hunter 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 Hunter
Fireball Hunter
Fireball
Goblins Fireball
Fireball
Fireball
Fireball Hunter
Fireball
Fireball
Fireball Hunter
Fireball
Fireball
Fireball Hunter
Fireball Electro Giant Mother Witch
Fireball
Fireball
Fireball
Electro Giant Mother Witch Fireball Hunter
Fireball Hunter
Fireball
Fireball
Fireball Hunter Electro Giant Mother Witch
Fireball Electro Giant
Fireball
Fireball Hunter
Fireball
Fireball
Fireball
Fireball Hunter
Fireball
Fireball Hunter
Fireball
Fireball Electro Giant
Electro Giant Fireball
Fireball
Fireball Electro Giant

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: