My Best Clash Royale Deck

Deck Check Rating

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

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.

Minion Horde Witch Electro 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.

Giant Witch Electro Wizard

Offensive cards

Win conditions

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

Giant Goblin Barrel

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.

Giant Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Barbarians Minion Horde 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.

Goblin Barrel Electro Wizard

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
Minion Horde Giant Goblin Barrel Skeleton Army
Giant Snowball
Barbarians Minion Horde Goblin Barrel Skeleton Army Witch
Zap
Minion Horde Goblin Barrel Skeleton Army Witch
Barbarian Barrel
Barbarians Goblin Barrel Skeleton Army Witch Electro Wizard
The Log
Barbarians Goblin Barrel Skeleton Army Witch
Earthquake
Barbarians Goblin Barrel Skeleton Army Witch
Arrows
Minion Horde Goblin Barrel Skeleton Army Witch
Royal Delivery
Barbarians Minion Horde Goblin Barrel Skeleton Army Witch Electro Wizard
Fireball
Barbarians Minion Horde Goblin Barrel Skeleton Army Witch Electro Wizard
Poison
Barbarians Minion Horde Skeleton Army Witch Electro Wizard
Lightning
Witch Electro Wizard
Rocket
Barbarians Minion Horde 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

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.

Skeleton Army

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.

Goblin Barrel Skeleton Army

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.

Barbarians Minion Horde Goblin Barrel Witch Electro 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 Goblin Barrel Skeleton Army Electro Wizard Barbarians Minion Horde Giant Witch

Shortest cycle

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

12 Zap Goblin Barrel Skeleton Army Electro Wizard

Attack Synergies 3 6

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 Electro Wizard Minion Horde Witch
Barbarians
Minion Horde
Zap Giant
Giant
Zap Goblin Barrel Minion Horde Witch Electro Wizard
Goblin Barrel
Giant Skeleton Army
Skeleton Army
Goblin Barrel
Witch
Zap Giant
Electro Wizard
Zap Giant

Defense Synergies 1 8

Zap
Electro Wizard Barbarians Minion Horde Skeleton Army Witch
Barbarians
Zap Minion Horde Skeleton Army
Minion Horde
Zap Barbarians
Giant
Goblin Barrel
Skeleton Army
Zap Barbarians Electro Wizard
Witch
Zap Electro Wizard
Electro Wizard
Zap Skeleton Army 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.

Zap Minion Horde Electro Wizard
Barbarians Minion Horde Skeleton Army Zap Witch Electro Wizard
Barbarians Minion Horde Skeleton Army Witch Electro Wizard
Barbarians Minion Horde Skeleton Army Witch Electro Wizard
Barbarians Skeleton Army
Skeleton Army Zap Electro Wizard
Minion Horde Electro Wizard Zap Witch
Zap Barbarians Electro Wizard
Barbarians Minion Horde Witch Skeleton Army
Skeleton Army Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde Skeleton Army Witch Electro Wizard Zap
Minion Horde Zap Witch Electro Wizard
Barbarians Minion Horde Skeleton Army Zap Witch Electro Wizard
Skeleton Army Zap Barbarians Minion Horde Witch Electro Wizard
Barbarians Skeleton Army Minion Horde Electro Wizard
Barbarians Minion Horde Skeleton Army Zap Electro Wizard
Barbarians Minion Horde Skeleton Army Witch Electro Wizard
Zap Barbarians Minion Horde Skeleton Army Witch Electro Wizard
Zap Witch Barbarians Electro Wizard
Barbarians Electro Wizard
Skeleton Army Barbarians Minion Horde Witch Electro Wizard

Counters to secondary win conditions

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

Barbarians Skeleton Army Zap Witch Electro Wizard
Electro Wizard Zap
Barbarians Skeleton Army Zap Minion Horde Witch Electro Wizard
Skeleton Army Zap Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde Skeleton Army Witch
Zap Minion Horde Witch Electro Wizard
Skeleton Army Barbarians Minion Horde Witch Electro Wizard
Barbarians Minion Horde Skeleton Army
Zap Minion Horde Electro Wizard Barbarians Skeleton Army Witch
Witch Barbarians Minion Horde Skeleton Army
Barbarians Minion Horde Witch
Skeleton Army Zap Barbarians Electro Wizard
Barbarians Skeleton Army Minion Horde Witch
Barbarians Minion Horde Skeleton Army Witch
Barbarians Skeleton Army Witch Electro Wizard Zap Minion Horde
Zap Barbarians Minion Horde Witch Electro Wizard

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.)

Minion Horde
Zap Electro Wizard
Minion Horde
Barbarians
Zap Minion Horde
Zap Minion Horde Witch
Minion Horde Witch
Zap
Zap
Minion Horde Electro Wizard
Zap Minion Horde Electro Wizard
Zap
Minion Horde
Zap
Zap Minion Horde Witch
Minion Horde
Minion Horde
Zap Electro Wizard
Zap Witch
Minion Horde
Zap Barbarians Minion Horde
Zap Witch
Minion Horde Witch
Zap Witch Electro Wizard
Zap Witch
Zap
Zap Minion Horde Witch Electro Wizard
Zap Electro Wizard Minion Horde Witch
Minion Horde
Zap Minion Horde
Zap Minion Horde Electro Wizard
Minion Horde
Zap Minion Horde Electro Wizard Barbarians Skeleton Army Witch
Zap Witch Electro Wizard
Minion Horde Electro Wizard
Zap
Zap
Minion Horde
Zap Minion Horde Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard

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