My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Archers Goblin Gang Flying Machine Witch Ice Wizard

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 Flying Machine Witch Golem Ice Wizard Sparky

Offensive cards

Win conditions

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

Golem

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

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.

Goblin Gang Flying Machine Golem

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.

Golem

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 Goblin Gang Sparky
Giant Snowball
Archers Goblin Gang Flying Machine Witch
Zap
Archers Goblin Gang Flying Machine Witch Sparky
Barbarian Barrel
Archers Goblin Gang Witch Ice Wizard Sparky
The Log
Archers Goblin Gang Witch Sparky
Earthquake
Archers Goblin Gang Witch
Arrows
Archers Goblin Gang Flying Machine Witch
Royal Delivery
Archers Goblin Gang Flying Machine Witch Ice Wizard Sparky
Fireball
Archers Goblin Gang Flying Machine Witch Ice Wizard Sparky
Poison
Archers Goblin Gang Flying Machine Witch Ice Wizard Sparky
Lightning
Witch Ice Wizard Sparky
Rocket
Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Wizard Sparky

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Golem Ice Wizard Sparky

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 Ice Wizard

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.

Zap Archers Goblin Gang Ice Wizard Flying Machine Witch Sparky Golem

Shortest cycle

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

11 Zap Archers Goblin Gang Ice Wizard

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.

Zap
Sparky Archers Flying Machine Witch Golem Ice Wizard
Archers
Zap Golem
Goblin Gang
Golem Sparky
Flying Machine
Zap Golem
Witch
Zap Golem
Golem
Zap Archers Goblin Gang Flying Machine Witch Ice Wizard Sparky
Ice Wizard
Zap Golem
Sparky
Zap Goblin Gang Golem

Defense Synergies 0 14

Zap
Archers Goblin Gang Flying Machine Witch Ice Wizard Sparky
Archers
Zap Goblin Gang Witch Ice Wizard
Goblin Gang
Zap Archers Flying Machine Ice Wizard Sparky
Flying Machine
Zap Goblin Gang Ice Wizard
Witch
Zap Archers Ice Wizard
Golem
Ice Wizard
Zap Archers Goblin Gang Flying Machine Witch
Sparky
Zap Goblin Gang

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 Flying Machine Sparky
Sparky Zap Goblin Gang Flying Machine Witch Ice Wizard
Goblin Gang Witch Sparky Archers Ice Wizard
Witch Sparky Goblin Gang Ice Wizard
Sparky
Goblin Gang Zap Archers Flying Machine Ice Wizard
Zap Archers Goblin Gang Flying Machine Witch Ice Wizard
Zap Flying Machine Sparky
Witch Sparky Goblin Gang Ice Wizard
Goblin Gang Archers Ice Wizard Sparky
Archers Goblin Gang Witch Ice Wizard Zap Flying Machine
Zap Archers Goblin Gang Flying Machine Witch Ice Wizard
Sparky Zap Goblin Gang Flying Machine Witch Ice Wizard
Sparky Zap Goblin Gang Witch
Sparky Goblin Gang
Zap Goblin Gang Sparky
Sparky Goblin Gang Witch
Zap Archers Goblin Gang Flying Machine Witch Ice Wizard
Zap Witch Archers Flying Machine Ice Wizard
Sparky
Goblin Gang Archers Flying Machine Witch Sparky

Counters to secondary win conditions

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

Goblin Gang Zap Archers Witch Sparky
Zap Archers Goblin Gang Flying Machine
Goblin Gang Zap Witch Sparky
Goblin Gang Zap Sparky
Goblin Gang Witch Sparky
Zap Archers Goblin Gang Flying Machine Witch Ice Wizard
Goblin Gang Sparky Archers Flying Machine Witch Ice Wizard
Sparky
Zap Flying Machine Witch Sparky
Witch Goblin Gang Sparky
Flying Machine Witch Sparky
Zap
Goblin Gang Witch Sparky
Archers Flying Machine Witch Sparky
Goblin Gang Witch Sparky Zap Archers Flying Machine
Zap Archers Flying Machine Witch Ice Wizard Sparky

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.)

Flying Machine Sparky
Zap Flying Machine Ice Wizard
Flying Machine Sparky
Flying Machine Sparky
Zap Sparky
Zap Flying Machine Witch Ice Wizard
Archers Flying Machine Witch Sparky
Zap Flying Machine Ice Wizard
Zap Flying Machine
Goblin Gang Sparky
Zap Flying Machine Sparky
Zap Archers Flying Machine
Flying Machine Sparky
Flying Machine
Zap Flying Machine Sparky
Zap Flying Machine Witch Sparky
Flying Machine Sparky
Sparky
Sparky
Zap Archers Flying Machine Sparky
Zap Flying Machine Witch
Sparky
Sparky
Zap Flying Machine
Zap Witch Ice Wizard Sparky
Witch
Zap Flying Machine Witch Ice Wizard Sparky
Zap Flying Machine Witch Sparky
Zap Sparky
Zap Archers Flying Machine Witch Ice Wizard Sparky
Zap Flying Machine Witch
Sparky
Zap Sparky
Zap Sparky
Sparky
Sparky
Zap Archers Goblin Gang Flying Machine Witch
Zap Archers Flying Machine Witch Ice Wizard
Goblin Gang Flying Machine Sparky
Zap Flying Machine
Zap Sparky
Flying Machine Sparky
Zap Goblin Gang Flying Machine Witch Sparky
Zap Flying Machine Witch
Zap Flying Machine Witch Sparky

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