My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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 Hut Night Witch

Defensive buildings

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

Goblin Hut

Investments

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

Goblin Hut Giant Skeleton Night 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 The Log

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.

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.

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
Clone Giant Skeleton Night Witch
Giant Snowball
Goblin Hut Clone Night Witch
Zap
Goblin Hut Clone Night Witch
Barbarian Barrel
Goblin Hut Clone Giant Skeleton Night Witch
The Log
Goblin Hut Clone Giant Skeleton
Earthquake
Goblin Hut Clone
Arrows
Goblin Hut Clone Night Witch
Royal Delivery
Goblin Hut Clone Giant Skeleton Night Witch
Fireball
Goblin Hut Clone Night Witch
Poison
Goblin Hut Clone Night Witch
Lightning
Goblin Hut Night Witch
Rocket
Goblin Hut Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball The Log

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.

Clone Giant Skeleton Night Witch

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.

Fireball

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap The Log Clone Fireball Night Witch Goblin Hut Giant Skeleton

Shortest cycle

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

7 Mirror Zap The Log Clone

Attack Synergies 6 12

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 Mirror Goblin Hut Giant Skeleton The Log Night Witch
Fireball
Zap Mirror The Log
Goblin Hut
Zap Mirror Giant Skeleton The Log
Mirror
Zap Fireball The Log Goblin Hut Giant Skeleton Night Witch
Clone
Giant Skeleton Night Witch
Giant Skeleton
Clone Zap Goblin Hut Mirror The Log Night Witch
The Log
Mirror Zap Fireball Goblin Hut Giant Skeleton
Night Witch
Clone Zap Mirror Giant Skeleton

Defense Synergies 4 11

Zap
Fireball Mirror Goblin Hut Giant Skeleton The Log Night Witch
Fireball
Zap Mirror The Log Goblin Hut
Goblin Hut
Zap Fireball Mirror Giant Skeleton
Mirror
Zap Fireball Goblin Hut The Log Night Witch
Clone
Giant Skeleton
Zap Goblin Hut The Log
The Log
Fireball Zap Mirror Giant Skeleton Night Witch
Night Witch
Zap Mirror The Log

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 Fireball Goblin Hut The Log
Zap Goblin Hut The Log Night Witch
Goblin Hut Giant Skeleton Night Witch
Goblin Hut Night Witch
Fireball Giant Skeleton The Log
Fireball The Log Zap Night Witch
Zap Fireball Goblin Hut Night Witch
Zap Fireball Giant Skeleton The Log
Goblin Hut Night Witch
Giant Skeleton Night Witch
Zap Fireball Goblin Hut Giant Skeleton The Log Night Witch
Zap Fireball Goblin Hut Night Witch
Goblin Hut Night Witch Zap Fireball Giant Skeleton The Log
Fireball Zap Goblin Hut The Log Night Witch
Goblin Hut
Zap Fireball Goblin Hut The Log
Fireball Goblin Hut Night Witch
Fireball Zap Goblin Hut The Log Night Witch
Zap The Log Fireball Goblin Hut Giant Skeleton
Goblin Hut
Fireball Giant Skeleton The Log Night Witch

Counters to secondary win conditions

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

Zap Fireball Goblin Hut Giant Skeleton
Fireball Zap The Log
Giant Skeleton Zap Goblin Hut The Log
Giant Skeleton Zap Fireball The Log Night Witch
Giant Skeleton Goblin Hut Night Witch
Fireball Zap Goblin Hut
Fireball Goblin Hut Giant Skeleton Night Witch
Giant Skeleton
Zap Giant Skeleton Fireball Goblin Hut The Log
Goblin Hut
Goblin Hut Giant Skeleton
Zap Fireball Giant Skeleton The Log
Giant Skeleton Fireball Night Witch
Fireball
Goblin Hut Zap Fireball Giant Skeleton The Log Night Witch
Zap Fireball Goblin Hut Giant Skeleton The Log

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 Giant Skeleton The Log
Fireball Zap The Log
Fireball Goblin Hut Giant Skeleton The Log
Fireball Giant Skeleton The Log
Fireball Zap The Log
Fireball Zap
The Log
Fireball The Log Zap
Fireball The Log Zap
Fireball Night Witch
Zap Fireball The Log
Fireball Zap
Fireball Goblin Hut The Log
Fireball
Zap Fireball Goblin Hut The Log
Zap Fireball Goblin Hut The Log
Fireball Goblin Hut The Log
Fireball
Night Witch
Zap Fireball The Log
Zap Fireball The Log
Fireball Giant Skeleton The Log Night Witch
Fireball
The Log
Zap Fireball The Log
Zap The Log Fireball
Fireball The Log Zap
Fireball Zap The Log
Fireball Zap The Log
Zap Fireball Night Witch
Zap Fireball Goblin Hut
Fireball Night Witch
Zap Fireball The Log Night Witch
Zap Fireball
Giant Skeleton
Fireball The Log
Zap Fireball Goblin Hut Night Witch
Fireball Zap
The Log Fireball
Fireball
The Log Zap Fireball
Zap Fireball Giant Skeleton
Zap Fireball Giant Skeleton The Log
Zap Fireball
Zap Fireball Giant Skeleton The Log

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