My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Wizard Witch

Defensive buildings

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

Cannon

Investments

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

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 Fireball

Punishments

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

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.

Barbarians 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
Minions Giant
Giant Snowball
Minions Cannon Barbarians Witch
Zap
Minions Cannon Witch
Barbarian Barrel
Cannon Barbarians Wizard Witch
The Log
Cannon Barbarians Witch
Earthquake
Cannon Barbarians Witch
Arrows
Minions Witch
Royal Delivery
Minions Barbarians Wizard Witch
Fireball
Minions Cannon Barbarians Wizard Witch
Poison
Minions Cannon Barbarians Wizard Witch
Lightning
Cannon Wizard Witch
Rocket
Barbarians Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard

Ladder info

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.

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.

Minions Barbarians Fireball 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Minions Cannon Fireball Barbarians Giant Wizard Witch

Shortest cycle

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

12 Zap Minions Cannon Fireball

Attack Synergies 3 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.

Zap
Fireball Giant Minions Witch
Minions
Giant Zap
Cannon
Barbarians
Fireball
Zap Giant
Giant
Zap Minions Fireball Wizard Witch
Wizard
Giant
Witch
Zap Giant

Defense Synergies 2 7

Zap
Cannon Fireball Minions Barbarians Witch
Minions
Zap Cannon
Cannon
Zap Minions Fireball Wizard Witch
Barbarians
Zap
Fireball
Zap Cannon
Giant
Wizard
Cannon
Witch
Zap Cannon

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 Cannon Fireball Wizard
Barbarians Zap Minions Cannon Witch
Cannon Barbarians Witch Minions
Cannon Barbarians Witch Minions
Barbarians Fireball
Fireball Zap Minions Cannon
Minions Zap Cannon Fireball Wizard Witch
Zap Cannon Barbarians Fireball
Cannon Barbarians Witch Minions
Cannon Barbarians
Minions Barbarians Witch Zap Cannon Fireball Wizard
Minions Zap Fireball Wizard Witch
Cannon Barbarians Zap Minions Fireball Wizard Witch
Fireball Wizard Zap Minions Cannon Barbarians Witch
Barbarians Cannon
Barbarians Zap Cannon Fireball
Barbarians Wizard Minions Cannon Fireball Witch
Cannon Fireball Zap Minions Barbarians Wizard Witch
Zap Wizard Witch Minions Cannon Barbarians Fireball
Barbarians Cannon
Wizard Minions Cannon Barbarians Fireball Witch

Counters to secondary win conditions

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

Barbarians Zap Fireball Witch
Fireball Zap Wizard
Barbarians Zap Minions Witch
Zap Barbarians Fireball
Barbarians Cannon Witch
Fireball Wizard Zap Minions Witch
Minions Barbarians Fireball Witch
Barbarians
Zap Minions Barbarians Fireball Witch
Witch Cannon Barbarians
Minions Barbarians Witch
Zap Barbarians Fireball
Barbarians Cannon Fireball Wizard Witch
Wizard Cannon Barbarians Fireball Witch
Barbarians Witch Zap Minions Fireball
Minions Zap Cannon Barbarians Fireball 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.)

Fireball
Fireball Zap
Fireball
Barbarians Fireball
Fireball Wizard Zap
Fireball Wizard Zap Minions Witch
Wizard Witch
Fireball Zap Wizard
Fireball Zap Wizard
Minions Fireball
Zap Fireball Wizard
Fireball Zap Wizard
Fireball
Minions Fireball
Zap Fireball
Zap Fireball Wizard Witch
Fireball Wizard
Fireball
Minions
Zap Fireball Wizard
Zap Fireball Wizard Witch
Minions Fireball
Fireball Wizard
Zap Barbarians Fireball
Zap Fireball Wizard Witch
Witch
Fireball Zap Wizard Witch
Fireball Zap Wizard Witch
Fireball Zap
Zap Fireball Wizard Witch
Zap Minions Fireball Wizard Witch
Fireball
Zap Fireball Wizard
Zap Fireball
Fireball Wizard
Zap Minions Barbarians Fireball Witch
Fireball Zap Wizard Witch
Fireball
Fireball Wizard
Zap Fireball Wizard
Zap Fireball
Zap Minions Fireball Witch
Zap Fireball Witch
Zap Fireball Witch

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