My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Archers Minions Goblin Gang Wizard 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.

Archers Giant Wizard 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 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.

Missing

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
Archers Minions Goblin Gang Giant
Giant Snowball
Archers Minions Goblin Gang Witch
Zap
Archers Minions Goblin Gang Witch
Barbarian Barrel
Archers Goblin Gang Wizard Witch
The Log
Archers Goblin Gang Witch
Earthquake
Archers Goblin Gang Witch
Arrows
Archers Minions Goblin Gang Witch
Royal Delivery
Archers Minions Goblin Gang Wizard Witch
Fireball
Archers Minions Goblin Gang Wizard Witch
Poison
Archers Minions Goblin Gang Wizard Witch
Lightning
Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Rage

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.

Minions Goblin Gang Wizard 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.

Zap Rage Archers Minions Goblin Gang Giant Wizard Witch

Shortest cycle

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

10 Zap Rage Archers Minions

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.

Zap
Giant Archers Minions Witch
Archers
Zap Giant
Minions
Giant Rage Zap
Goblin Gang
Giant
Giant
Zap Minions Rage Archers Goblin Gang Wizard Witch
Wizard
Giant Rage
Rage
Minions Giant Witch Wizard
Witch
Rage Zap Giant

Defense Synergies 0 7

Zap
Archers Minions Goblin Gang Witch
Archers
Zap Minions Goblin Gang Witch
Minions
Zap Archers
Goblin Gang
Zap Archers
Giant
Wizard
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 Minions Wizard
Zap Minions Goblin Gang Witch
Goblin Gang Witch Archers Minions
Witch Minions Goblin Gang
Goblin Gang Zap Archers Minions
Minions Zap Archers Goblin Gang Wizard Witch
Zap
Witch Minions Goblin Gang
Goblin Gang Archers
Archers Minions Goblin Gang Witch Zap Wizard
Minions Zap Archers Goblin Gang Wizard Witch
Zap Minions Goblin Gang Wizard Witch
Wizard Zap Minions Goblin Gang Witch
Goblin Gang
Zap Goblin Gang
Wizard Minions Goblin Gang Witch
Zap Archers Minions Goblin Gang Wizard Witch
Zap Wizard Witch Archers Minions
Goblin Gang Wizard Archers Minions Witch

Counters to secondary win conditions

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

Goblin Gang Zap Archers Witch
Zap Archers Goblin Gang Wizard
Goblin Gang Zap Minions Witch
Goblin Gang Zap
Goblin Gang Witch
Wizard Zap Archers Minions Goblin Gang Witch
Goblin Gang Archers Minions Witch
Zap Minions Witch
Witch Goblin Gang
Minions Witch
Zap
Goblin Gang Wizard Witch
Wizard Archers Witch
Goblin Gang Witch Zap Archers Minions
Minions Zap Archers Wizard 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
Wizard Zap
Wizard Zap Minions Witch
Archers Wizard Witch
Zap Wizard
Zap Wizard
Minions Goblin Gang
Zap Wizard
Zap Archers Wizard
Minions
Zap
Zap Wizard Witch
Wizard
Minions
Zap Archers Wizard
Zap Wizard Witch
Minions
Wizard
Zap
Zap Wizard Witch
Witch
Zap Wizard Witch
Zap Wizard Witch
Zap
Zap Archers Wizard Witch
Zap Minions Wizard Witch
Zap Wizard
Zap
Wizard
Zap Archers Minions Goblin Gang Witch
Zap Archers Wizard Witch
Goblin Gang Wizard
Zap Wizard
Zap
Zap Minions Goblin Gang Witch
Zap Witch
Zap Witch

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