My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Flying Machine Witch Night 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.

Flying Machine Witch Golem Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Tornado

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.

Goblins Flying Machine Golem

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.

Golem

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
Clone Night Witch
Giant Snowball
Goblins Flying Machine Clone Witch Night Witch
Zap
Goblins Flying Machine Clone Witch Night Witch
Barbarian Barrel
Goblins Clone Witch Night Witch
The Log
Goblins Clone Witch
Earthquake
Clone Witch
Arrows
Goblins Flying Machine Clone Witch Night Witch
Royal Delivery
Goblins Flying Machine Clone Witch Night Witch
Fireball
Flying Machine Clone Witch Night Witch
Poison
Flying Machine Clone Witch Night Witch
Lightning
Witch Night Witch
Rocket
Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado

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.

Clone Tornado Golem Night Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Clone Tornado Flying Machine Night Witch Witch Golem

Shortest cycle

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

10 Goblins Zap Clone Tornado

Attack Synergies 4 12

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
Zap
Zap
Tornado Goblins Flying Machine Witch Golem Night Witch
Flying Machine
Zap Clone Golem
Clone
Golem Night Witch Flying Machine Witch
Tornado
Zap Witch Golem Night Witch
Witch
Zap Clone Tornado Golem
Golem
Clone Night Witch Zap Flying Machine Tornado Witch
Night Witch
Clone Golem Zap Tornado

Defense Synergies 0 8

Goblins
Zap Flying Machine Night Witch
Zap
Goblins Flying Machine Tornado Witch Night Witch
Flying Machine
Goblins Zap
Clone
Tornado
Zap Witch
Witch
Zap Tornado
Golem
Night Witch
Goblins 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 Flying Machine
Goblins Zap Flying Machine Witch Night Witch
Tornado Witch Goblins Night Witch
Witch Night Witch Goblins
Tornado
Tornado Goblins Zap Flying Machine Night Witch
Tornado Zap Flying Machine Witch Night Witch
Zap Flying Machine
Witch Goblins Tornado Night Witch
Tornado Goblins Night Witch
Goblins Witch Zap Flying Machine Tornado Night Witch
Zap Flying Machine Tornado Witch Night Witch
Night Witch Zap Flying Machine Witch
Goblins Zap Tornado Witch Night Witch
Tornado Zap
Goblins Tornado Witch Night Witch
Goblins Zap Flying Machine Tornado Witch Night Witch
Zap Tornado Witch Flying Machine
Tornado
Goblins Flying Machine Witch Night Witch

Counters to secondary win conditions

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

Goblins Zap Witch
Zap Flying Machine
Goblins Zap Witch
Zap Tornado Night Witch
Witch Night Witch
Zap Flying Machine Tornado Witch
Goblins Flying Machine Witch Night Witch
Zap Goblins Flying Machine Tornado Witch
Witch
Flying Machine Witch
Zap Tornado
Witch Night Witch
Flying Machine Witch
Witch Goblins Zap Flying Machine Tornado Night Witch
Zap Flying Machine 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.)

Flying Machine
Zap Flying Machine Tornado
Flying Machine
Flying Machine
Zap
Zap Flying Machine Tornado Witch
Flying Machine Tornado Witch
Zap Flying Machine Tornado
Zap Flying Machine Tornado
Goblins Tornado Night Witch
Zap Flying Machine Tornado
Zap Flying Machine Tornado
Flying Machine
Flying Machine
Zap Flying Machine
Zap Flying Machine Witch
Flying Machine
Tornado
Night Witch
Zap Flying Machine
Zap Flying Machine Tornado Witch
Night Witch
Tornado
Tornado
Zap Flying Machine
Zap Tornado Witch
Witch
Zap Flying Machine Tornado Witch
Zap Flying Machine Tornado Witch
Zap Tornado
Zap Flying Machine Tornado Witch Night Witch
Zap Flying Machine Witch
Night Witch
Zap Night Witch
Zap
Zap Flying Machine Witch Night Witch
Zap Flying Machine Tornado Witch
Flying Machine
Zap Flying Machine
Zap Tornado
Flying Machine
Zap Flying Machine Tornado Witch
Zap Flying Machine Tornado Witch
Zap Flying Machine Tornado Witch

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