My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Knight 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 Fireball

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.

Fireball Miner

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Knight Guards 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.

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.

Minions Fireball 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 Knight Minions Guards Miner Fireball Giant Witch

Shortest cycle

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

11 Zap Knight Minions Guards

Attack Synergies 8 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
Fireball Giant Miner Knight Minions Guards Witch
Knight
Minions Zap Fireball Witch Miner
Minions
Knight Giant Miner Zap
Fireball
Zap Knight Giant Miner
Giant
Zap Minions Miner Fireball Guards Witch
Guards
Miner Zap Giant
Witch
Zap Knight Giant Miner
Miner
Zap Minions Giant Guards Knight Fireball Witch

Defense Synergies 2 9

Zap
Fireball Knight Minions Guards Witch Miner
Knight
Minions Zap Fireball Witch
Minions
Knight Zap
Fireball
Zap Knight Miner
Giant
Guards
Zap Witch
Witch
Zap Knight Guards
Miner
Zap Fireball

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 Knight Minions Fireball
Zap Knight Minions Witch
Witch Knight Minions
Witch Knight Minions Guards
Fireball
Fireball Zap Minions Guards
Minions Zap Fireball Witch
Zap Fireball
Witch Minions
Knight Guards Miner
Minions Guards Witch Zap Knight Fireball
Minions Zap Fireball Witch
Zap Knight Minions Fireball Guards Witch
Fireball Zap Minions Guards Witch
Knight
Zap Fireball
Knight Minions Fireball Witch
Fireball Zap Knight Minions Guards Witch
Zap Witch Knight Minions Fireball Guards
Knight Minions Fireball Guards Witch

Counters to secondary win conditions

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

Knight Guards Zap Fireball Witch
Fireball Zap Knight Miner
Guards Zap Knight Minions Witch
Guards Zap Knight Fireball
Knight Guards Witch
Fireball Zap Minions Witch
Guards Knight Minions Fireball Witch
Knight
Zap Knight Minions Fireball Witch
Witch Guards
Knight Minions Guards Witch
Zap Fireball Guards
Knight Fireball Guards Witch
Fireball Witch
Guards Witch Zap Knight Minions Fireball
Minions Zap Fireball 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 Knight Guards
Fireball Zap Miner
Fireball Miner
Knight Fireball Guards
Fireball Zap
Fireball Zap Minions Witch
Witch
Fireball Zap
Fireball Miner Zap
Minions Fireball Guards
Miner Zap Knight Fireball
Fireball Zap
Knight Fireball Miner
Minions Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Minions
Zap Fireball
Zap Fireball Witch Miner
Minions Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Witch
Fireball Miner Zap Witch
Fireball Zap Witch Miner
Fireball Miner Zap
Zap Fireball Witch
Zap Minions Fireball Guards Witch
Fireball
Zap Fireball Miner
Zap Fireball
Fireball
Zap Minions Fireball Guards Witch
Fireball Zap Witch
Fireball
Fireball Miner Knight
Zap Fireball
Zap Fireball
Zap Minions Fireball Guards Witch
Zap Fireball Witch
Zap Fireball Witch Miner

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