My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Spear Goblins Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Ice Spirit Spear Goblins Royal Giant Witch Royal Ghost

Offensive cards

Win conditions

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

Mortar Royal Giant Wall Breakers

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.

Mortar Royal Giant Wall Breakers Royal Ghost

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.

Ice Spirit Spear Goblins Mortar Royal Giant Wall Breakers Royal Ghost

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.

Royal Ghost

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
Spear Goblins Royal Giant Wall Breakers
Giant Snowball
Spear Goblins Wall Breakers Witch
Zap
Spear Goblins Mortar Royal Giant Wall Breakers Witch
Barbarian Barrel
Ice Spirit Spear Goblins Mortar Wall Breakers Witch Royal Ghost
The Log
Ice Spirit Spear Goblins Royal Giant Wall Breakers Witch
Earthquake
Spear Goblins Mortar Witch
Arrows
Ice Spirit Spear Goblins Wall Breakers Witch
Royal Delivery
Ice Spirit Spear Goblins Wall Breakers Witch Royal Ghost
Fireball
Mortar Wall Breakers Witch
Poison
Spear Goblins Mortar Witch
Lightning
Mortar Witch
Rocket
Mortar Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Mortar Royal Ghost

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.

Ice Spirit Spear Goblins Royal Ghost

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.

Ice Spirit 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.

Ice Spirit Spear Goblins Zap Wall Breakers Royal Ghost Mortar Witch Royal Giant

Shortest cycle

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

7 Ice Spirit Spear Goblins Zap Wall Breakers

Attack Synergies 3 20

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.

Ice Spirit
Zap Royal Giant Spear Goblins Mortar Royal Giant Wall Breakers Witch Royal Ghost
Spear Goblins
Ice Spirit Zap Mortar Royal Giant Wall Breakers Royal Ghost
Zap
Ice Spirit Spear Goblins Mortar Royal Giant Wall Breakers Witch Royal Ghost
Mortar
Royal Giant Ice Spirit Spear Goblins Zap
Royal Giant
Ice Spirit Mortar Ice Spirit Spear Goblins Zap Witch Royal Ghost
Wall Breakers
Ice Spirit Spear Goblins Zap Royal Ghost
Witch
Ice Spirit Zap Royal Giant Royal Ghost
Royal Ghost
Ice Spirit Spear Goblins Zap Royal Giant Wall Breakers Witch

Defense Synergies 1 11

Ice Spirit
Zap Spear Goblins Mortar Witch Royal Ghost
Spear Goblins
Ice Spirit Zap Mortar Royal Ghost
Zap
Ice Spirit Spear Goblins Mortar Witch Royal Ghost
Mortar
Ice Spirit Spear Goblins Zap
Royal Giant
Wall Breakers
Witch
Ice Spirit Zap Royal Ghost
Royal Ghost
Ice Spirit Spear Goblins Zap 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.

Spear Goblins Zap Mortar
Ice Spirit Zap Mortar Witch
Mortar Witch
Witch Mortar
Spear Goblins Zap Royal Ghost
Ice Spirit Spear Goblins Zap Mortar Witch
Zap
Witch Mortar
Ice Spirit Spear Goblins Royal Ghost
Witch Spear Goblins Zap Royal Ghost
Spear Goblins Zap Witch
Mortar Ice Spirit Zap Witch
Ice Spirit Zap Mortar Witch Royal Ghost
Mortar
Ice Spirit Zap Mortar
Mortar Witch
Ice Spirit Mortar Spear Goblins Zap Witch Royal Ghost
Zap Mortar Witch Ice Spirit Spear Goblins Royal Ghost
Mortar
Royal Ghost Spear Goblins Witch

Counters to secondary win conditions

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

Spear Goblins Zap Witch Royal Ghost
Zap Mortar Royal Ghost
Ice Spirit Spear Goblins Zap Witch
Zap
Witch
Ice Spirit Zap Witch
Spear Goblins Witch
Zap Ice Spirit Spear Goblins Mortar Witch
Witch
Witch
Zap
Witch
Witch
Witch Ice Spirit Spear Goblins Zap Mortar
Zap Witch Royal Ghost

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.)

Mortar Royal Ghost
Mortar Zap Royal Ghost
Zap Mortar
Ice Spirit Spear Goblins Zap Witch
Mortar Witch
Ice Spirit Zap
Zap Mortar
Zap Mortar
Zap
Mortar
Mortar
Zap Mortar
Spear Goblins Zap Mortar Witch
Mortar
Mortar
Zap Mortar
Zap Mortar Witch
Zap Mortar
Zap Ice Spirit Mortar Witch
Witch
Mortar Zap Witch Royal Ghost
Zap Mortar Witch
Zap Mortar
Zap Witch
Zap Ice Spirit Witch
Zap Mortar
Zap Ice Spirit
Zap Ice Spirit Spear Goblins Witch
Zap Witch
Zap Mortar
Zap
Zap Ice Spirit Witch
Zap Witch
Zap Mortar Witch Royal Ghost

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