My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Archers Goblin Gang 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.

Bats Archers Giant 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 Fireball 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.

Fireball

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
Bats Archers Goblin Gang Giant
Giant Snowball
Bats Archers Goblin Gang Witch
Zap
Bats Archers Goblin Gang Witch
Barbarian Barrel
Archers Goblin Gang Witch
The Log
Archers Goblin Gang Witch
Earthquake
Archers Goblin Gang Witch
Arrows
Bats Archers Goblin Gang Witch
Royal Delivery
Bats Archers Goblin Gang Witch
Fireball
Archers Goblin Gang Witch
Poison
Bats Archers Goblin Gang Witch
Lightning
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.

Bats Rage

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.

Goblin Gang 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Archers Goblin Gang Fireball Giant Witch

Shortest cycle

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

9 Bats Zap Rage Archers

Attack Synergies 5 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.

Bats
Giant Zap Rage
Zap
Fireball Giant Bats Archers Witch
Archers
Zap Giant
Goblin Gang
Giant
Fireball
Zap Giant
Giant
Bats Zap Rage Archers Goblin Gang Fireball Witch
Rage
Giant Witch Bats
Witch
Rage Zap Giant

Defense Synergies 1 6

Bats
Zap
Zap
Fireball Bats Archers Goblin Gang Witch
Archers
Zap Goblin Gang Witch
Goblin Gang
Zap Archers
Fireball
Zap
Giant
Rage
Witch
Zap Archers

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 Fireball
Bats Zap Goblin Gang Witch
Goblin Gang Witch Bats Archers
Witch Bats Goblin Gang
Fireball
Goblin Gang Fireball Bats Zap Archers
Bats Zap Archers Goblin Gang Fireball Witch
Zap Fireball
Witch Goblin Gang
Goblin Gang Archers
Bats Archers Goblin Gang Witch Zap Fireball
Bats Zap Archers Goblin Gang Fireball Witch
Bats Zap Goblin Gang Fireball Witch
Fireball Bats Zap Goblin Gang Witch
Goblin Gang
Zap Goblin Gang Fireball
Bats Goblin Gang Fireball Witch
Fireball Bats Zap Archers Goblin Gang Witch
Zap Witch Bats Archers Fireball
Goblin Gang Bats Archers Fireball Witch

Counters to secondary win conditions

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

Goblin Gang Zap Archers Fireball Witch
Fireball Zap Archers Goblin Gang
Goblin Gang Bats Zap Witch
Goblin Gang Bats Zap Fireball
Goblin Gang Witch
Fireball Bats Zap Archers Goblin Gang Witch
Goblin Gang Bats Archers Fireball Witch
Zap Bats Fireball Witch
Witch Goblin Gang
Bats Witch
Zap Fireball
Goblin Gang Fireball Witch
Archers Fireball Witch
Goblin Gang Witch Bats Zap Archers Fireball
Bats Zap Archers 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
Fireball Zap
Fireball
Fireball
Fireball Zap
Fireball Bats Zap Witch
Archers Witch
Fireball Zap
Fireball Zap
Bats Goblin Gang Fireball
Zap Fireball
Fireball Zap Archers
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Bats
Zap Archers Fireball
Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Witch
Fireball Zap Witch
Fireball Zap Witch
Fireball Zap
Bats Zap Archers Fireball Witch
Zap Bats Fireball Witch
Fireball
Zap Fireball
Zap Fireball
Fireball
Zap Bats Archers Goblin Gang Fireball Witch
Fireball Zap Archers Witch
Fireball
Fireball Goblin Gang
Zap Fireball
Zap Fireball
Zap Bats Goblin Gang Fireball Witch
Bats Zap Fireball Witch
Zap Fireball Witch

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