My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Mega Minion Witch Ice Wizard

Defensive buildings

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

Mortar

Investments

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

Knight Mega Minion Dark Prince Witch Ice Wizard

Offensive cards

Win conditions

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

Mortar

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 Mortar Dark Prince

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.

Knight Goblin Gang Mortar Dark Prince

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.

Dark Prince

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
Goblin Gang Dark Prince
Giant Snowball
Goblin Gang Mega Minion Witch
Zap
Goblin Gang Mortar Dark Prince Witch
Barbarian Barrel
Knight Goblin Gang Mortar Dark Prince Witch Ice Wizard
The Log
Goblin Gang Dark Prince Witch
Earthquake
Goblin Gang Mortar Witch
Arrows
Goblin Gang Witch
Royal Delivery
Knight Goblin Gang Mega Minion Dark Prince Witch Ice Wizard
Fireball
Goblin Gang Mortar Mega Minion Witch Ice Wizard
Poison
Goblin Gang Mortar Mega Minion Witch Ice Wizard
Lightning
Knight Mortar Mega Minion Dark Prince Witch Ice Wizard
Rocket
Mortar Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar Dark Prince Ice 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.

Knight Mega Minion Dark Prince Ice Wizard

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 Witch Ice 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.

Zap Knight Goblin Gang Mega Minion Ice Wizard Mortar Dark Prince Witch

Shortest cycle

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

11 Zap Knight Goblin Gang Mega Minion

Attack Synergies 4 13

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
Mega Minion Knight Mortar Dark Prince Witch Ice Wizard
Knight
Goblin Gang Mortar Mega Minion Zap Witch Ice Wizard
Goblin Gang
Knight Mortar Dark Prince
Mortar
Knight Zap Goblin Gang Mega Minion Dark Prince
Mega Minion
Zap Knight Mortar
Dark Prince
Zap Goblin Gang Mortar Witch Ice Wizard
Witch
Zap Knight Dark Prince
Ice Wizard
Zap Knight Dark Prince

Defense Synergies 4 19

Zap
Mega Minion Knight Goblin Gang Mortar Dark Prince Witch Ice Wizard
Knight
Goblin Gang Mega Minion Ice Wizard Zap Mortar Witch
Goblin Gang
Knight Zap Mortar Dark Prince Ice Wizard
Mortar
Zap Knight Goblin Gang Mega Minion Ice Wizard
Mega Minion
Zap Knight Mortar Dark Prince Witch Ice Wizard
Dark Prince
Zap Goblin Gang Mega Minion Witch Ice Wizard
Witch
Zap Knight Mega Minion Dark Prince Ice Wizard
Ice Wizard
Knight Zap Goblin Gang Mortar Mega Minion Dark Prince 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.

Zap Knight Mortar Mega Minion
Zap Knight Goblin Gang Mortar Mega Minion Dark Prince Witch Ice Wizard
Goblin Gang Mortar Witch Knight Mega Minion Dark Prince Ice Wizard
Witch Knight Goblin Gang Mortar Mega Minion Dark Prince Ice Wizard
Dark Prince
Goblin Gang Zap Mega Minion Dark Prince Ice Wizard
Mega Minion Zap Goblin Gang Mortar Witch Ice Wizard
Zap
Witch Goblin Gang Mortar Ice Wizard
Knight Goblin Gang Dark Prince Ice Wizard
Goblin Gang Witch Ice Wizard Zap Knight Mega Minion Dark Prince
Mega Minion Zap Goblin Gang Witch Ice Wizard
Mortar Zap Knight Goblin Gang Dark Prince Witch Ice Wizard
Zap Goblin Gang Mortar Mega Minion Dark Prince Witch
Knight Goblin Gang Mortar
Zap Goblin Gang Mortar
Knight Goblin Gang Mortar Dark Prince Witch
Mortar Zap Knight Goblin Gang Mega Minion Dark Prince Witch Ice Wizard
Zap Mortar Witch Knight Mega Minion Dark Prince Ice Wizard
Mortar
Goblin Gang Dark Prince Knight Witch

Counters to secondary win conditions

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

Knight Goblin Gang Zap Dark Prince Witch
Zap Knight Goblin Gang Mortar Mega Minion
Goblin Gang Zap Knight Dark Prince Witch
Goblin Gang Dark Prince Zap Knight
Knight Goblin Gang Dark Prince Witch
Zap Goblin Gang Witch Ice Wizard
Goblin Gang Dark Prince Knight Mega Minion Witch Ice Wizard
Knight Dark Prince
Zap Knight Mortar Mega Minion Dark Prince Witch
Witch Goblin Gang Mega Minion
Knight Mega Minion Dark Prince Witch
Zap Dark Prince
Dark Prince Knight Goblin Gang Witch
Witch
Goblin Gang Witch Zap Knight Mortar Mega Minion Dark Prince
Zap Mega Minion Dark Prince Witch Ice 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.)

Knight Mortar
Mortar Zap Ice Wizard
Knight Dark Prince
Zap Mortar Dark Prince
Zap Mega Minion Witch Ice Wizard
Mortar Witch
Zap Ice Wizard
Zap Mortar
Goblin Gang
Zap Knight Mortar Dark Prince
Zap
Knight Mortar
Mortar
Zap Mortar
Zap Mortar Witch
Mortar
Mortar
Zap Mortar Mega Minion Dark Prince
Zap Mortar Witch
Zap Mortar
Zap Mortar Dark Prince Witch Ice Wizard
Mega Minion Witch
Mortar Zap Witch Ice Wizard
Zap Mortar Witch
Zap Mortar
Zap Witch Ice Wizard
Zap Mega Minion Witch
Mega Minion
Zap Mortar
Zap
Zap Goblin Gang Dark Prince Witch
Zap Mega Minion Witch Ice Wizard
Knight Goblin Gang Mega Minion Dark Prince
Zap Mortar
Zap
Mega Minion Dark Prince
Zap Goblin Gang Witch
Zap Witch
Zap Mortar Dark Prince Witch

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: