My Best Clash Royale Deck

Deck Check Rating

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

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.

Minions Goblin Gang Wizard 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.

Bomber Giant Wizard Witch

Offensive cards

Win conditions

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

Giant

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.

Goblin Gang Giant

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 Giant

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
Bomber Minions Goblin Gang Giant
Giant Snowball
Bomber Minions Goblin Gang Witch
Zap
Bomber Minions Goblin Gang Witch
Barbarian Barrel
Bomber Goblin Gang Wizard Witch
The Log
Bomber Goblin Gang Witch
Earthquake
Bomber Goblin Gang Witch
Arrows
Bomber Minions Goblin Gang Witch
Royal Delivery
Bomber Minions Goblin Gang Wizard Witch
Fireball
Bomber Minions Goblin Gang Wizard Witch
Poison
Bomber Minions Goblin Gang Wizard Witch
Lightning
Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard

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

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 Goblin Gang Wizard 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Rage Minions Goblin Gang Giant Wizard Witch

Shortest cycle

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

9 Bomber Zap Rage Minions

Attack Synergies 6 8

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.

Bomber
Giant Zap Minions
Zap
Giant Bomber Minions Witch
Minions
Giant Rage Bomber Zap
Goblin Gang
Giant
Giant
Bomber Zap Minions Rage Goblin Gang Wizard Witch
Wizard
Giant Rage
Rage
Minions Giant Witch Wizard
Witch
Rage Zap Giant

Defense Synergies 0 4

Bomber
Zap
Zap
Bomber Minions Goblin Gang Witch
Minions
Zap
Goblin Gang
Zap
Giant
Wizard
Rage
Witch
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.

Bomber Zap Minions Wizard
Bomber Zap Minions Goblin Gang Witch
Goblin Gang Witch Bomber Minions
Witch Bomber Minions Goblin Gang
Bomber
Goblin Gang Bomber Zap Minions
Minions Zap Goblin Gang Wizard Witch
Zap
Witch Minions Goblin Gang
Goblin Gang Bomber
Minions Goblin Gang Witch Bomber Zap Wizard
Minions Zap Goblin Gang Wizard Witch
Bomber Zap Minions Goblin Gang Wizard Witch
Bomber Wizard Zap Minions Goblin Gang Witch
Goblin Gang
Zap Goblin Gang
Wizard Bomber Minions Goblin Gang Witch
Bomber Zap Minions Goblin Gang Wizard Witch
Zap Wizard Witch Bomber Minions
Bomber Goblin Gang Wizard Minions Witch

Counters to secondary win conditions

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

Goblin Gang Zap Witch
Bomber Zap Goblin Gang Wizard
Goblin Gang Zap Minions Witch
Goblin Gang Zap
Goblin Gang Witch
Wizard Zap Minions Goblin Gang Witch
Goblin Gang Minions Witch
Zap Minions Witch
Witch Goblin Gang
Minions Witch
Zap
Goblin Gang Wizard Witch
Wizard Bomber Witch
Goblin Gang Witch Bomber Zap Minions
Minions Bomber Zap Wizard 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
Bomber Wizard Zap
Wizard Zap Minions Witch
Bomber Wizard Witch
Zap Wizard
Zap Wizard
Minions Goblin Gang
Zap Wizard
Zap Wizard
Minions
Zap
Bomber Zap Wizard Witch
Wizard
Bomber Minions
Bomber Zap Wizard
Bomber Zap Wizard Witch
Minions
Wizard
Zap
Zap Bomber Wizard Witch
Witch
Zap Wizard Witch
Zap Wizard Witch
Zap
Zap Wizard Witch
Zap Minions Wizard Witch
Bomber Zap Wizard
Zap
Wizard
Zap Minions Goblin Gang Witch
Zap Wizard Witch
Goblin Gang Wizard
Bomber Zap Wizard
Zap
Zap Minions Goblin Gang Witch
Zap Witch
Zap Witch

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