My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions 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.

Archers Giant Witch

Offensive cards

Win conditions

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

Giant Miner

Damage spells

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

Zap Rage

Punishments

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

Giant 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.

Barbarians 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
Archers Minions Giant Miner
Giant Snowball
Archers Minions Barbarians Witch Miner
Zap
Archers Minions Witch
Barbarian Barrel
Archers Barbarians Witch
The Log
Archers Barbarians Witch
Earthquake
Archers Barbarians Witch
Arrows
Archers Minions Witch
Royal Delivery
Archers Minions Barbarians Witch Miner
Fireball
Archers Minions Barbarians Witch
Poison
Archers Minions Barbarians Witch
Lightning
Witch
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Miner

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.

Minions Barbarians 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.

Zap Rage Archers Minions Miner Barbarians Giant Witch

Shortest cycle

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

10 Zap Rage Archers Minions

Attack Synergies 8 7

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.

Zap
Giant Miner Archers Minions Witch
Archers
Zap Giant Miner
Minions
Giant Rage Miner Zap
Barbarians
Giant
Zap Minions Rage Miner Archers Witch
Rage
Minions Giant Witch
Witch
Rage Zap Giant Miner
Miner
Zap Minions Giant Archers Witch

Defense Synergies 0 7

Zap
Archers Minions Barbarians Witch Miner
Archers
Zap Minions Witch
Minions
Zap Archers
Barbarians
Zap
Giant
Rage
Witch
Zap Archers
Miner
Zap

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.

Zap Minions
Barbarians Zap Minions Witch
Barbarians Witch Archers Minions
Barbarians Witch Minions
Barbarians
Zap Archers Minions
Minions Zap Archers Witch
Zap Barbarians
Barbarians Witch Minions
Archers Barbarians Miner
Archers Minions Barbarians Witch Zap
Minions Zap Archers Witch
Barbarians Zap Minions Witch
Zap Minions Barbarians Witch
Barbarians
Barbarians Zap
Barbarians Minions Witch
Zap Archers Minions Barbarians Witch
Zap Witch Archers Minions Barbarians
Barbarians
Archers Minions Barbarians Witch

Counters to secondary win conditions

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

Barbarians Zap Archers Witch
Zap Archers Miner
Barbarians Zap Minions Witch
Zap Barbarians
Barbarians Witch
Zap Archers Minions Witch
Archers Minions Barbarians Witch
Barbarians
Zap Minions Barbarians Witch
Witch Barbarians
Minions Barbarians Witch
Zap Barbarians
Barbarians Witch
Archers Barbarians Witch
Barbarians Witch Zap Archers Minions
Minions Zap Archers Barbarians 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.)

Zap Miner
Miner
Barbarians
Zap
Zap Minions Witch
Archers Witch
Zap
Miner Zap
Minions
Miner Zap
Zap Archers
Miner
Minions
Zap
Zap Witch
Minions
Zap Archers
Zap Witch Miner
Minions
Zap Barbarians
Zap Witch
Witch
Miner Zap Witch
Zap Witch Miner
Miner Zap
Zap Archers Witch
Zap Minions Witch
Zap Miner
Zap
Zap Archers Minions Barbarians Witch
Zap Archers Witch
Miner
Zap
Zap
Zap Minions Witch
Zap Witch
Zap Witch Miner

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: