My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Minion Horde Witch Ice Wizard

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 Royal Giant Witch Ice Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Fireball

Punishments

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

Royal 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.

Goblins Minion Horde Royal 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 Minion Horde Royal Giant
Giant Snowball
Goblins Bats Minion Horde Witch
Zap
Goblins Bats Minion Horde Royal Giant Witch
Barbarian Barrel
Goblins Witch Ice Wizard
The Log
Goblins Royal Giant Witch
Earthquake
Witch
Arrows
Goblins Bats Minion Horde Witch
Royal Delivery
Goblins Bats Minion Horde Witch Ice Wizard
Fireball
Minion Horde Witch Ice Wizard
Poison
Bats Minion Horde Witch Ice Wizard
Lightning
Witch Ice Wizard
Rocket
Minion Horde Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Ice Wizard

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 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.

Goblins Minion Horde Fireball Witch Ice Wizard

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 Bats Arrows Ice Wizard Fireball Minion Horde Witch Royal Giant

Shortest cycle

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

10 Goblins Bats Arrows Ice Wizard

Attack Synergies 5 3

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
Royal Giant
Bats
Royal Giant
Arrows
Royal Giant Fireball
Minion Horde
Royal Giant
Royal Giant
Bats Arrows Fireball Ice Wizard Goblins Minion Horde Witch
Fireball
Arrows Royal Giant
Witch
Royal Giant
Ice Wizard
Royal Giant

Defense Synergies 0 8

Goblins
Minion Horde Ice Wizard
Bats
Ice Wizard
Arrows
Fireball Ice Wizard
Minion Horde
Goblins Ice Wizard
Royal Giant
Fireball
Arrows Ice Wizard
Witch
Ice Wizard
Ice Wizard
Goblins Bats Arrows Minion Horde Fireball Witch

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.

Minion Horde Fireball
Minion Horde Goblins Bats Witch Ice Wizard
Minion Horde Witch Goblins Bats Ice Wizard
Minion Horde Witch Goblins Bats Ice Wizard
Arrows Fireball
Arrows Fireball Goblins Bats Ice Wizard
Bats Minion Horde Arrows Fireball Witch Ice Wizard
Arrows Fireball
Minion Horde Witch Goblins Ice Wizard
Goblins Minion Horde Ice Wizard
Goblins Bats Minion Horde Witch Ice Wizard Arrows Fireball
Arrows Minion Horde Bats Fireball Witch Ice Wizard
Minion Horde Bats Fireball Witch Ice Wizard
Fireball Goblins Bats Arrows Minion Horde Witch
Minion Horde
Minion Horde Fireball
Minion Horde Goblins Bats Arrows Fireball Witch
Arrows Fireball Goblins Bats Minion Horde Witch Ice Wizard
Arrows Witch Bats Fireball Ice Wizard
Goblins Bats Arrows Minion Horde Fireball Witch

Counters to secondary win conditions

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

Goblins Fireball Witch
Fireball Arrows
Goblins Bats Minion Horde Witch
Bats Minion Horde Fireball
Minion Horde Witch
Arrows Fireball Bats Minion Horde Witch Ice Wizard
Goblins Bats Minion Horde Fireball Witch Ice Wizard
Minion Horde
Minion Horde Goblins Bats Fireball Witch
Witch Minion Horde
Bats Minion Horde Witch
Arrows Fireball
Minion Horde Fireball Witch
Minion Horde Fireball Witch
Witch Goblins Bats Minion Horde Fireball
Bats Arrows Minion Horde Fireball Witch Ice Wizard

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 Arrows Minion Horde
Arrows Fireball Ice Wizard
Arrows Minion Horde Fireball
Arrows Fireball
Fireball Arrows Minion Horde
Arrows Fireball Bats Minion Horde Witch Ice Wizard
Arrows Minion Horde Witch
Arrows Fireball Ice Wizard
Arrows Fireball
Goblins Bats Minion Horde Fireball
Arrows Minion Horde Fireball
Fireball Arrows
Fireball
Arrows Minion Horde Fireball
Arrows Fireball
Arrows Minion Horde Fireball Witch
Arrows Minion Horde Fireball
Arrows Fireball
Bats Minion Horde
Arrows Fireball
Arrows Fireball Witch
Minion Horde Fireball
Arrows Fireball
Arrows Minion Horde Fireball
Arrows Fireball Witch Ice Wizard
Minion Horde Witch
Arrows Fireball Witch Ice Wizard
Fireball Arrows Witch
Fireball Arrows
Bats Arrows Minion Horde Fireball Witch Ice Wizard
Bats Minion Horde Fireball Witch
Minion Horde Fireball
Arrows Minion Horde Fireball
Arrows Minion Horde Fireball
Minion Horde
Arrows Fireball
Minion Horde Bats Fireball Witch
Fireball Arrows Witch Ice Wizard
Arrows Fireball
Fireball Minion Horde
Arrows Fireball
Arrows Fireball
Minion Horde
Bats Minion Horde Fireball Witch
Bats Fireball Witch
Fireball Witch

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