My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

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.

Missing

Investments

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

Spear Goblins Elixir Collector Witch

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Fireball Tornado

Punishments

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

Elite Barbarians

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Spear Goblins Elite Barbarians

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.

Elite Barbarians

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 Elite Barbarians Skeleton Army
Giant Snowball
Spear Goblins Skeleton Army Witch
Zap
Spear Goblins Skeleton Army Witch
Barbarian Barrel
Spear Goblins Elite Barbarians Skeleton Army Witch
The Log
Spear Goblins Elite Barbarians Skeleton Army Witch
Earthquake
Spear Goblins Elixir Collector Skeleton Army Witch
Arrows
Spear Goblins Skeleton Army Witch
Royal Delivery
Spear Goblins Elite Barbarians Skeleton Army Witch
Fireball
Elite Barbarians Elixir Collector Skeleton Army Witch
Poison
Spear Goblins Elixir Collector Skeleton Army Witch
Lightning
Elite Barbarians Elixir Collector Witch
Rocket
Elite Barbarians Elixir Collector Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Tornado

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.

Spear Goblins Elixir Collector Skeleton Army Tornado

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.

Elite Barbarians Fireball Skeleton Army

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.

Fireball 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.

Spear Goblins Zap Skeleton Army Tornado Fireball Witch Elite Barbarians Elixir Collector

Shortest cycle

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

10 Spear Goblins Zap Skeleton Army Tornado

Attack Synergies 4 5

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.

Spear Goblins
Zap Elite Barbarians
Zap
Elite Barbarians Fireball Tornado Spear Goblins Witch
Elite Barbarians
Zap Spear Goblins Fireball
Fireball
Zap Tornado Elite Barbarians
Elixir Collector
Skeleton Army
Tornado
Zap Fireball Witch
Witch
Zap Tornado

Defense Synergies 2 7

Spear Goblins
Zap Skeleton Army
Zap
Fireball Spear Goblins Elite Barbarians Skeleton Army Tornado Witch
Elite Barbarians
Zap
Fireball
Zap Tornado
Elixir Collector
Skeleton Army
Spear Goblins Zap
Tornado
Fireball Zap Witch
Witch
Zap Tornado

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 Fireball
Elite Barbarians Skeleton Army Zap Witch
Skeleton Army Tornado Witch Elite Barbarians
Elite Barbarians Skeleton Army Witch
Elite Barbarians Fireball Skeleton Army Tornado
Fireball Skeleton Army Tornado Spear Goblins Zap
Tornado Spear Goblins Zap Fireball Witch
Zap Fireball
Witch Elite Barbarians Skeleton Army Tornado
Elite Barbarians Skeleton Army Tornado Spear Goblins
Skeleton Army Witch Spear Goblins Zap Fireball Tornado
Spear Goblins Zap Fireball Tornado Witch
Skeleton Army Zap Elite Barbarians Fireball Witch
Fireball Skeleton Army Zap Tornado Witch
Elite Barbarians Skeleton Army
Skeleton Army Tornado Zap Elite Barbarians Fireball
Elite Barbarians Fireball Skeleton Army Tornado Witch
Fireball Spear Goblins Zap Elite Barbarians Skeleton Army Tornado Witch
Zap Tornado Witch Spear Goblins Fireball
Elite Barbarians Tornado
Skeleton Army Spear Goblins Elite Barbarians Fireball Witch

Counters to secondary win conditions

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

Skeleton Army Spear Goblins Zap Elite Barbarians Fireball Witch
Fireball Zap Elite Barbarians
Skeleton Army Spear Goblins Zap Elite Barbarians Witch
Skeleton Army Zap Elite Barbarians Fireball Tornado
Elite Barbarians Skeleton Army Witch
Fireball Zap Tornado Witch
Skeleton Army Spear Goblins Elite Barbarians Fireball Witch
Elite Barbarians Skeleton Army
Zap Spear Goblins Elite Barbarians Fireball Skeleton Army Tornado Witch
Witch Skeleton Army
Elite Barbarians Witch
Skeleton Army Zap Elite Barbarians Fireball Tornado
Elite Barbarians Skeleton Army Fireball Witch
Fireball Skeleton Army Witch
Elite Barbarians Skeleton Army Witch Spear Goblins Zap Fireball Tornado
Zap Elite Barbarians Fireball 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.)

Fireball
Fireball Zap Tornado
Fireball
Fireball
Fireball Zap
Fireball Spear Goblins Zap Tornado Witch
Tornado Witch
Fireball Zap Tornado
Fireball Zap Tornado
Elite Barbarians Fireball Tornado
Zap Fireball Tornado
Fireball Zap Tornado
Elite Barbarians Fireball
Fireball
Zap Elite Barbarians Fireball
Spear Goblins Zap Fireball Witch
Fireball
Fireball Tornado
Zap Fireball
Zap Fireball Tornado Witch
Fireball
Fireball Tornado
Tornado
Zap Fireball
Zap Tornado Fireball Witch
Witch
Fireball Zap Tornado Witch
Fireball Zap Tornado Witch
Fireball Zap Tornado
Elite Barbarians Zap Fireball Tornado Witch
Zap Fireball Witch
Elite Barbarians Fireball
Zap Fireball
Zap Fireball
Fireball
Zap Spear Goblins Fireball Skeleton Army Witch
Fireball Zap Tornado Witch
Fireball
Fireball
Zap Fireball
Zap Fireball Tornado
Elite Barbarians
Zap Elite Barbarians Fireball Tornado Witch
Zap Fireball Tornado Witch
Zap Fireball Tornado Witch

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