My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

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.

Dark Prince Witch

Offensive cards

Win conditions

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

Royal Hogs Miner

Damage spells

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

Arrows

Punishments

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

Elite Barbarians Royal Hogs Dark 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 Elite Barbarians Royal Hogs Dark 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.

Elite Barbarians Royal Hogs Dark Prince 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
Elite Barbarians Royal Hogs Guards Dark Prince Miner
Giant Snowball
Goblins Royal Hogs Guards Witch Miner
Zap
Goblins Royal Hogs Guards Dark Prince Witch
Barbarian Barrel
Goblins Elite Barbarians Royal Hogs Guards Dark Prince Witch
The Log
Goblins Elite Barbarians Royal Hogs Guards Dark Prince Witch
Earthquake
Royal Hogs Guards Witch
Arrows
Goblins Royal Hogs Guards Witch
Royal Delivery
Goblins Elite Barbarians Royal Hogs Guards Dark Prince Witch Miner
Fireball
Elite Barbarians Royal Hogs Witch
Poison
Royal Hogs Guards Witch
Lightning
Elite Barbarians Dark Prince Witch
Rocket
Elite Barbarians Royal Hogs Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince

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.

Arrows Guards Dark Prince Miner

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.

Elite Barbarians

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Arrows Guards Miner Dark Prince Royal Hogs Witch Elite Barbarians

Shortest cycle

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

11 Goblins Arrows Guards Miner

Attack Synergies 4 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.

Goblins
Miner
Arrows
Elite Barbarians Royal Hogs Dark Prince Miner
Elite Barbarians
Arrows
Royal Hogs
Arrows Guards Dark Prince
Guards
Miner Royal Hogs
Dark Prince
Arrows Royal Hogs Witch Miner
Witch
Dark Prince Miner
Miner
Goblins Guards Arrows Dark Prince Witch

Defense Synergies 1 3

Goblins
Arrows
Dark Prince
Elite Barbarians
Dark Prince
Royal Hogs
Guards
Witch
Dark Prince
Elite Barbarians Arrows Witch
Witch
Guards Dark Prince
Miner

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.

Elite Barbarians Goblins Dark Prince Witch
Witch Goblins Elite Barbarians Dark Prince
Elite Barbarians Witch Goblins Guards Dark Prince
Arrows Elite Barbarians Dark Prince
Arrows Goblins Guards Dark Prince
Arrows Witch
Arrows
Witch Goblins Elite Barbarians
Elite Barbarians Guards Goblins Dark Prince Miner
Goblins Guards Witch Arrows Dark Prince
Arrows Witch
Elite Barbarians Guards Dark Prince Witch
Goblins Arrows Guards Dark Prince Witch
Elite Barbarians
Elite Barbarians
Goblins Arrows Elite Barbarians Dark Prince Witch
Arrows Goblins Elite Barbarians Guards Dark Prince Witch
Arrows Witch Guards Dark Prince
Elite Barbarians
Dark Prince Goblins Arrows Elite Barbarians Guards Witch

Counters to secondary win conditions

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

Guards Goblins Elite Barbarians Dark Prince Witch
Arrows Elite Barbarians Miner
Guards Goblins Elite Barbarians Dark Prince Witch
Guards Dark Prince Elite Barbarians
Elite Barbarians Guards Dark Prince Witch
Arrows Witch
Guards Dark Prince Goblins Elite Barbarians Witch
Elite Barbarians Dark Prince
Goblins Elite Barbarians Dark Prince Witch
Witch Guards
Elite Barbarians Guards Dark Prince Witch
Arrows Elite Barbarians Guards Dark Prince
Elite Barbarians Dark Prince Guards Witch
Witch
Elite Barbarians Guards Witch Goblins Dark Prince
Arrows Elite Barbarians Dark Prince 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.)

Arrows Guards
Arrows Miner
Arrows Miner
Arrows Guards Dark Prince
Arrows Dark Prince
Arrows Witch
Arrows Witch
Arrows
Arrows Miner
Goblins Elite Barbarians Guards
Miner Arrows Dark Prince
Arrows
Elite Barbarians Miner
Arrows
Arrows Elite Barbarians
Arrows Witch
Arrows
Arrows
Arrows Dark Prince
Arrows Witch Miner
Arrows
Arrows
Arrows Dark Prince Witch
Witch
Arrows Miner Witch
Arrows Witch Miner
Miner Arrows
Elite Barbarians Arrows Witch
Guards Witch
Elite Barbarians
Arrows Miner
Arrows
Arrows
Guards Dark Prince Witch
Arrows Witch
Arrows
Miner Dark Prince
Arrows
Arrows
Elite Barbarians Dark Prince
Elite Barbarians Guards Witch
Witch
Dark Prince Witch Miner

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