My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Minions Goblin Gang 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.

Bats Giant Witch

Offensive cards

Win conditions

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

Giant Miner

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 Miner

Pump responses

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

Miner

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

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.

Miner

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

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Bats Rage Miner

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 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.

Bats Zap Rage Minions Goblin Gang Miner Giant Witch

Shortest cycle

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

9 Bats Zap Rage Minions

Attack Synergies 11 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.

Bats
Giant Miner Zap Minions Rage
Zap
Giant Miner Bats Minions Witch
Minions
Giant Rage Miner Bats Zap
Goblin Gang
Miner Giant
Giant
Bats Zap Minions Rage Miner Goblin Gang Witch
Rage
Minions Giant Witch Bats
Witch
Rage Zap Giant Miner
Miner
Bats Zap Minions Goblin Gang Giant Witch

Defense Synergies 0 7

Bats
Zap Minions
Zap
Bats Minions Goblin Gang Witch Miner
Minions
Bats Zap
Goblin Gang
Zap Miner
Giant
Rage
Witch
Zap
Miner
Zap Goblin Gang

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
Bats Zap Minions Goblin Gang Witch
Goblin Gang Witch Bats Minions
Witch Bats Minions Goblin Gang
Goblin Gang Bats Zap Minions
Bats Minions Zap Goblin Gang Witch
Zap
Witch Minions Goblin Gang
Goblin Gang Miner
Bats Minions Goblin Gang Witch Zap
Minions Bats Zap Goblin Gang Witch
Bats Zap Minions Goblin Gang Witch
Bats Zap Minions Goblin Gang Witch
Goblin Gang
Zap Goblin Gang
Bats Minions Goblin Gang Witch
Bats Zap Minions Goblin Gang Witch
Zap Witch Bats Minions
Goblin Gang Bats Minions Witch

Counters to secondary win conditions

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

Goblin Gang Zap Witch
Zap Goblin Gang Miner
Goblin Gang Bats Zap Minions Witch
Goblin Gang Bats Zap
Goblin Gang Witch
Bats Zap Minions Goblin Gang Witch
Goblin Gang Bats Minions Witch
Zap Bats Minions Witch
Witch Goblin Gang
Bats Minions Witch
Zap
Goblin Gang Witch
Witch
Goblin Gang Witch Bats Zap Minions
Bats Minions Zap 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 Miner
Miner
Zap
Bats Zap Minions Witch
Witch
Zap
Miner Zap
Bats Minions Goblin Gang
Miner Zap
Zap
Miner
Minions
Zap
Zap Witch
Bats Minions
Zap
Zap Witch Miner
Minions
Zap
Zap Witch
Witch
Miner Zap Witch
Zap Witch Miner
Miner Zap
Bats Zap Witch
Zap Bats Minions Witch
Zap Miner
Zap
Zap Bats Minions Goblin Gang Witch
Zap Witch
Miner Goblin Gang
Zap
Zap
Zap Bats Minions Goblin Gang Witch
Bats Zap Witch
Zap Witch Miner

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