My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Godly!
Versatility
Great!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers 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 Royal Giant Witch

Offensive cards

Win conditions

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

Royal Giant Miner

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Lightning

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant Miner

Pump responses

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

Lightning Miner

Dropped at the bridge

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

Goblins Royal 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
Bats Archers Royal Giant Miner
Giant Snowball
Goblins Bats Archers Witch Miner
Zap
Goblins Bats Archers Royal Giant Witch
Barbarian Barrel
Goblins Archers Witch
The Log
Goblins Archers Royal Giant Witch
Earthquake
Archers Witch
Arrows
Goblins Bats Archers Witch
Royal Delivery
Goblins Bats Archers Witch Miner
Fireball
Archers Witch
Poison
Bats Archers Witch
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Arrows 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.

Royal Giant

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.

Goblins 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.

Goblins Bats Archers Arrows Miner Witch Royal Giant Lightning

Shortest cycle

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

10 Goblins Bats Archers Arrows

Attack Synergies 6 9

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.

Goblins
Miner Archers Royal Giant
Bats
Royal Giant Miner
Archers
Goblins Arrows Royal Giant Miner
Arrows
Royal Giant Archers Lightning Miner
Royal Giant
Bats Arrows Lightning Miner Goblins Archers Witch
Witch
Royal Giant Miner
Lightning
Royal Giant Arrows
Miner
Goblins Bats Royal Giant Archers Arrows Witch

Defense Synergies 0 3

Goblins
Archers
Bats
Archers
Goblins Witch
Arrows
Lightning
Royal Giant
Witch
Archers
Lightning
Arrows
Miner

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.

Lightning
Goblins Bats Witch
Witch Goblins Bats Archers Lightning
Witch Goblins Bats
Lightning Arrows
Arrows Goblins Bats Archers
Bats Lightning Archers Arrows Witch
Lightning Arrows
Witch Goblins
Goblins Archers Miner
Goblins Bats Archers Witch Arrows
Arrows Bats Archers Witch
Bats Witch Lightning
Goblins Bats Arrows Witch
Lightning
Goblins Bats Arrows Witch
Arrows Goblins Bats Archers Witch
Arrows Witch Bats Archers
Goblins Bats Archers Arrows Witch

Counters to secondary win conditions

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

Goblins Archers Witch
Archers Arrows Lightning Miner
Goblins Bats Witch Lightning
Lightning Bats
Witch
Arrows Bats Archers Witch
Goblins Bats Archers Witch Lightning
Lightning Goblins Bats Witch
Witch
Bats Witch
Lightning Arrows
Lightning Witch
Archers Witch
Witch Goblins Bats Archers Lightning
Bats Arrows Archers 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.)

Lightning Arrows
Arrows Miner
Lightning Arrows Miner
Lightning Arrows
Arrows
Arrows Bats Witch
Archers Arrows Witch
Arrows Lightning
Arrows Miner Lightning
Lightning Goblins Bats
Lightning Miner Arrows
Lightning Archers Arrows
Lightning Miner
Lightning Arrows
Lightning Arrows
Lightning Arrows Witch
Lightning Arrows
Lightning Arrows
Bats Lightning
Lightning Archers Arrows
Lightning Arrows Witch Miner
Lightning
Lightning Arrows
Lightning
Lightning Arrows
Arrows Witch
Witch
Arrows Miner Witch Lightning
Lightning Arrows Witch Miner
Lightning Miner Arrows
Lightning Bats Archers Arrows Witch
Lightning Bats Witch
Lightning
Lightning Arrows Miner
Lightning Arrows
Arrows Lightning
Lightning Bats Archers Witch
Lightning Archers Arrows Witch
Arrows
Lightning Miner
Arrows Lightning
Lightning Arrows
Bats Witch Lightning
Bats Witch Lightning
Lightning Witch Miner

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