My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Wizard 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.

Bomber Wizard Witch Giant Skeleton

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.

Goblin Gang Hog Rider

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.

Goblin Gang Hog Rider Giant Skeleton

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 Giant Skeleton

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
Bomber Goblin Gang Hog Rider Skeleton Army Giant Skeleton
Giant Snowball
Bomber Goblin Gang Hog Rider Skeleton Army Witch
Zap
Bomber Goblin Gang Skeleton Army Witch
Barbarian Barrel
Bomber Goblin Gang Wizard Skeleton Army Witch Giant Skeleton
The Log
Bomber Goblin Gang Hog Rider Skeleton Army Witch Giant Skeleton
Earthquake
Bomber Goblin Gang Hog Rider Skeleton Army Witch
Arrows
Bomber Goblin Gang Skeleton Army Witch
Royal Delivery
Bomber Goblin Gang Hog Rider Wizard Skeleton Army Witch Giant Skeleton
Fireball
Bomber Goblin Gang Hog Rider Wizard Skeleton Army Witch
Poison
Bomber Goblin Gang Wizard Skeleton Army Witch
Lightning
Wizard Witch
Rocket
Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard

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.

Skeleton Army Giant Skeleton

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.

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.

Goblin Gang 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Goblin Gang Skeleton Army Hog Rider Wizard Witch Giant Skeleton

Shortest cycle

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

10 Bomber Zap Goblin Gang Skeleton Army

Attack Synergies 2 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.

Bomber
Zap Hog Rider Giant Skeleton
Zap
Hog Rider Bomber Witch Giant Skeleton
Goblin Gang
Hog Rider Giant Skeleton
Hog Rider
Zap Goblin Gang Bomber Wizard Witch Giant Skeleton
Wizard
Hog Rider Giant Skeleton
Skeleton Army
Witch
Zap Hog Rider Giant Skeleton
Giant Skeleton
Bomber Zap Goblin Gang Hog Rider Wizard Witch

Defense Synergies 0 11

Bomber
Zap
Zap
Bomber Goblin Gang Skeleton Army Witch Giant Skeleton
Goblin Gang
Zap Skeleton Army Giant Skeleton
Hog Rider
Wizard
Skeleton Army Giant Skeleton
Skeleton Army
Zap Goblin Gang Wizard Giant Skeleton
Witch
Zap Giant Skeleton
Giant Skeleton
Zap Goblin Gang Wizard Skeleton Army Witch

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.

Bomber Zap Wizard
Skeleton Army Bomber Zap Goblin Gang Witch
Goblin Gang Skeleton Army Witch Bomber Giant Skeleton
Skeleton Army Witch Bomber Goblin Gang
Bomber Skeleton Army Giant Skeleton
Goblin Gang Skeleton Army Bomber Zap
Zap Goblin Gang Wizard Witch
Zap Giant Skeleton
Witch Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Bomber Giant Skeleton
Goblin Gang Skeleton Army Witch Bomber Zap Wizard Giant Skeleton
Zap Goblin Gang Wizard Witch
Skeleton Army Bomber Zap Goblin Gang Wizard Witch Giant Skeleton
Bomber Wizard Skeleton Army Zap Goblin Gang Witch
Skeleton Army Goblin Gang
Skeleton Army Zap Goblin Gang
Wizard Bomber Goblin Gang Skeleton Army Witch
Bomber Zap Goblin Gang Wizard Skeleton Army Witch
Zap Wizard Witch Bomber Giant Skeleton
Bomber Goblin Gang Wizard Skeleton Army Witch Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Zap Witch Giant Skeleton
Bomber Zap Goblin Gang Wizard
Goblin Gang Skeleton Army Giant Skeleton Zap Witch
Goblin Gang Skeleton Army Giant Skeleton Zap
Giant Skeleton Goblin Gang Skeleton Army Witch
Wizard Zap Goblin Gang Witch
Goblin Gang Skeleton Army Witch Giant Skeleton
Giant Skeleton Skeleton Army
Zap Giant Skeleton Skeleton Army Witch
Witch Goblin Gang Skeleton Army
Witch Giant Skeleton
Skeleton Army Zap Giant Skeleton
Skeleton Army Giant Skeleton Goblin Gang Wizard Witch
Wizard Bomber Skeleton Army Witch
Goblin Gang Skeleton Army Witch Bomber Zap Giant Skeleton
Bomber Zap Wizard Witch Giant Skeleton

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.)

Giant Skeleton
Zap
Giant Skeleton
Giant Skeleton
Bomber Wizard Zap
Wizard Zap Witch
Bomber Wizard Witch
Zap Wizard
Zap Wizard
Goblin Gang
Zap Wizard
Zap Wizard
Zap
Bomber Zap Wizard Witch
Wizard
Bomber
Bomber Zap Wizard
Bomber Zap Wizard Witch
Giant Skeleton
Wizard
Zap
Zap Bomber Wizard Witch
Witch
Zap Wizard Witch
Zap Wizard Witch
Zap
Zap Wizard Witch
Zap Wizard Witch
Bomber Zap Wizard
Zap
Giant Skeleton
Wizard
Zap Goblin Gang Skeleton Army Witch
Zap Wizard Witch
Goblin Gang Wizard
Bomber Zap Wizard
Zap Giant Skeleton
Zap Goblin Gang Witch Giant Skeleton
Zap Witch
Zap Witch Giant Skeleton

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