My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Witch Electro Wizard

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 Witch Bandit Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog Rider Bandit

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 Barbarians Hog Rider Bandit

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.

Hog Rider Bandit Electro Wizard

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 Hog Rider Bandit
Giant Snowball
Goblins Bats Barbarians Hog Rider Witch
Zap
Goblins Bats Witch Bandit
Barbarian Barrel
Goblins Barbarians Witch Bandit Electro Wizard
The Log
Goblins Barbarians Hog Rider Witch Bandit
Earthquake
Barbarians Hog Rider Witch
Arrows
Goblins Bats Witch
Royal Delivery
Goblins Bats Barbarians Hog Rider Witch Bandit Electro Wizard
Fireball
Barbarians Hog Rider Witch Bandit Electro Wizard
Poison
Bats Barbarians Witch Electro Wizard
Lightning
Witch Bandit Electro Wizard
Rocket
Barbarians Hog Rider 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

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 Barbarians Witch Electro Wizard

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.

Goblins Bats Zap Bandit Hog Rider Electro Wizard Barbarians Witch

Shortest cycle

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

9 Goblins Bats Zap Bandit

Attack Synergies 4 11

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
Hog Rider Zap
Bats
Hog Rider Zap Bandit
Zap
Hog Rider Electro Wizard Goblins Bats Witch Bandit
Barbarians
Hog Rider
Hog Rider
Goblins Bats Zap Barbarians Witch Bandit Electro Wizard
Witch
Zap Hog Rider Bandit
Bandit
Bats Zap Hog Rider Witch Electro Wizard
Electro Wizard
Zap Hog Rider Bandit

Defense Synergies 1 12

Goblins
Zap Bandit Electro Wizard
Bats
Zap Bandit Electro Wizard
Zap
Electro Wizard Goblins Bats Barbarians Witch Bandit
Barbarians
Zap
Hog Rider
Witch
Zap Bandit Electro Wizard
Bandit
Goblins Bats Zap Witch Electro Wizard
Electro Wizard
Zap Goblins Bats Witch Bandit

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 Electro Wizard
Barbarians Goblins Bats Zap Witch Bandit Electro Wizard
Barbarians Witch Goblins Bats Bandit Electro Wizard
Barbarians Witch Goblins Bats Bandit Electro Wizard
Barbarians
Goblins Bats Zap Bandit Electro Wizard
Bats Electro Wizard Zap Witch
Zap Barbarians Bandit Electro Wizard
Barbarians Witch Goblins
Goblins Barbarians Bandit Electro Wizard
Goblins Bats Barbarians Witch Electro Wizard Zap Bandit
Bats Zap Witch Electro Wizard
Barbarians Bats Zap Witch Bandit Electro Wizard
Goblins Bats Zap Barbarians Witch Electro Wizard
Barbarians Bandit Electro Wizard
Barbarians Zap Bandit Electro Wizard
Barbarians Goblins Bats Witch Electro Wizard
Goblins Bats Zap Barbarians Witch Bandit Electro Wizard
Zap Witch Bats Barbarians Bandit Electro Wizard
Barbarians Electro Wizard
Goblins Bats Barbarians Witch Bandit Electro Wizard

Counters to secondary win conditions

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

Barbarians Goblins Zap Witch Bandit Electro Wizard
Bandit Electro Wizard Zap
Barbarians Bandit Goblins Bats Zap Witch Electro Wizard
Bats Zap Barbarians Bandit Electro Wizard
Barbarians Witch Bandit
Bats Zap Witch Electro Wizard
Goblins Bats Barbarians Witch Bandit Electro Wizard
Barbarians
Zap Electro Wizard Goblins Bats Barbarians Witch Bandit
Witch Barbarians
Bats Barbarians Witch
Zap Barbarians Electro Wizard
Barbarians Witch Bandit
Barbarians Witch
Barbarians Witch Electro Wizard Goblins Bats Zap
Bats Zap Barbarians Witch Electro Wizard

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.)

Bandit
Zap Bandit Electro Wizard
Bandit
Barbarians
Zap
Bats Zap Witch
Witch
Zap
Zap Bandit
Goblins Bats Electro Wizard
Zap Bandit Electro Wizard
Zap
Bandit
Bandit
Zap
Zap Witch Bandit
Bandit
Bats
Zap Bandit Electro Wizard
Zap Witch
Zap Barbarians
Zap Witch
Witch
Zap Witch Bandit Electro Wizard
Zap Witch Bandit
Zap Bandit
Bats Zap Witch Electro Wizard
Zap Electro Wizard Bats Witch
Zap Bandit
Zap Electro Wizard
Zap Electro Wizard Bats Barbarians Witch Bandit
Zap Witch Electro Wizard
Electro Wizard
Zap
Zap
Zap Bats Witch Electro Wizard
Bats Zap Witch Electro Wizard
Zap Witch Bandit Electro Wizard

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