My Best Clash Royale Deck

Deck Check Rating

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

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.

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.

Giant Elixir Collector Witch

Offensive cards

Win conditions

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

Hog Rider Giant

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.

Hog Rider Giant

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblins Barbarians Hog Rider 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.

Hog Rider

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 Hog Rider Giant
Giant Snowball
Goblins Minions Barbarians Hog Rider Witch
Zap
Goblins Minions Witch
Barbarian Barrel
Goblins Barbarians Witch
The Log
Goblins Barbarians Hog Rider Witch
Earthquake
Barbarians Hog Rider Elixir Collector Witch
Arrows
Goblins Minions Witch
Royal Delivery
Goblins Minions Barbarians Hog Rider Witch
Fireball
Minions Barbarians Hog Rider Elixir Collector Witch
Poison
Minions Barbarians Elixir Collector Witch
Lightning
Elixir Collector Witch
Rocket
Barbarians Hog Rider Elixir Collector 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

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.

Elixir Collector

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 Minions Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Minions Hog Rider Barbarians Giant Witch Elixir Collector

Shortest cycle

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

11 Goblins Zap Minions Hog Rider

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.

Goblins
Hog Rider Zap Giant
Zap
Hog Rider Giant Goblins Minions Witch
Minions
Hog Rider Giant Zap
Barbarians
Hog Rider
Hog Rider
Goblins Zap Minions Barbarians Giant Witch
Giant
Zap Minions Goblins Hog Rider Witch
Elixir Collector
Witch
Zap Hog Rider Giant

Defense Synergies 0 4

Goblins
Zap
Zap
Goblins Minions Barbarians Witch
Minions
Zap
Barbarians
Zap
Hog Rider
Giant
Elixir Collector
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.

Zap Minions
Barbarians Goblins Zap Minions Witch
Barbarians Witch Goblins Minions
Barbarians Witch Goblins Minions
Barbarians
Goblins Zap Minions
Minions Zap Witch
Zap Barbarians
Barbarians Witch Goblins Minions
Goblins Barbarians
Goblins Minions Barbarians Witch Zap
Minions Zap Witch
Barbarians Zap Minions Witch
Goblins Zap Minions Barbarians Witch
Barbarians
Barbarians Zap
Barbarians Goblins Minions Witch
Goblins Zap Minions Barbarians Witch
Zap Witch Minions Barbarians
Barbarians
Goblins Minions Barbarians Witch

Counters to secondary win conditions

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

Barbarians Goblins Zap Witch
Zap
Barbarians Goblins Zap Minions Witch
Zap Barbarians
Barbarians Witch
Zap Minions Witch
Goblins Minions Barbarians Witch
Barbarians
Zap Goblins Minions Barbarians Witch
Witch Barbarians
Minions Barbarians Witch
Zap Barbarians
Barbarians Witch
Barbarians Witch
Barbarians Witch Goblins Zap Minions
Minions Zap Barbarians 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
Barbarians
Zap
Zap Minions Witch
Witch
Zap
Zap
Goblins Minions
Zap
Zap
Minions
Zap
Zap Witch
Minions
Zap
Zap Witch
Minions
Zap Barbarians
Zap Witch
Witch
Zap Witch
Zap Witch
Zap
Zap Witch
Zap Minions Witch
Zap
Zap
Zap Minions Barbarians Witch
Zap Witch
Zap
Zap
Zap Minions Witch
Zap Witch
Zap Witch

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