My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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.

Bomber Royal Giant Witch Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Fireball The Log

Punishments

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

Goblin Gang Royal Giant

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.

Goblin Gang Royal 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Fireball The Log

Ladder info

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.

Royal Giant 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.

Goblin Gang Fireball 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.

Bomber Zap The Log Goblin Gang Fireball Electro Wizard Witch Royal Giant

Shortest cycle

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

9 Bomber Zap The Log Goblin Gang

Attack Synergies 4 10

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
Royal Giant Zap
Zap
Fireball Electro Wizard Bomber Royal Giant Witch The Log
Goblin Gang
Royal Giant
Royal Giant
Bomber Fireball Zap Goblin Gang Witch The Log Electro Wizard
Fireball
Zap Royal Giant The Log Electro Wizard
Witch
Zap Royal Giant
The Log
Zap Royal Giant Fireball
Electro Wizard
Zap Royal Giant Fireball

Defense Synergies 3 12

Bomber
Zap The Log Electro Wizard
Zap
Fireball Electro Wizard Bomber Goblin Gang Witch The Log
Goblin Gang
Zap The Log Electro Wizard
Royal Giant
Fireball
Zap The Log Electro Wizard
Witch
Zap The Log Electro Wizard
The Log
Fireball Bomber Zap Goblin Gang Witch Electro Wizard
Electro Wizard
Zap Bomber Goblin Gang Fireball Witch 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.

Bomber Zap Fireball The Log Electro Wizard
Bomber Zap Goblin Gang Witch The Log Electro Wizard
Goblin Gang Witch Bomber Electro Wizard
Witch Bomber Goblin Gang Electro Wizard
Bomber Fireball The Log
Goblin Gang Fireball The Log Bomber Zap Electro Wizard
Electro Wizard Zap Goblin Gang Fireball Witch
Zap Fireball The Log Electro Wizard
Witch Goblin Gang
Goblin Gang Bomber Electro Wizard
Goblin Gang Witch Electro Wizard Bomber Zap Fireball The Log
Zap Goblin Gang Fireball Witch Electro Wizard
Bomber Zap Goblin Gang Fireball Witch The Log Electro Wizard
Bomber Fireball Zap Goblin Gang Witch The Log Electro Wizard
Goblin Gang Electro Wizard
Zap Goblin Gang Fireball The Log Electro Wizard
Bomber Goblin Gang Fireball Witch Electro Wizard
Fireball Bomber Zap Goblin Gang Witch The Log Electro Wizard
Zap Witch The Log Bomber Fireball Electro Wizard
Electro Wizard
Bomber Goblin Gang Fireball Witch The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Fireball Witch Electro Wizard
Fireball Electro Wizard Bomber Zap Goblin Gang The Log
Goblin Gang Zap Witch The Log Electro Wizard
Goblin Gang Zap Fireball The Log Electro Wizard
Goblin Gang Witch
Fireball Zap Goblin Gang Witch Electro Wizard
Goblin Gang Fireball Witch Electro Wizard
Zap Electro Wizard Fireball Witch The Log
Witch Goblin Gang
Witch
Zap Fireball The Log Electro Wizard
Goblin Gang Fireball Witch
Bomber Fireball Witch
Goblin Gang Witch Electro Wizard Bomber Zap Fireball The Log
Bomber Zap Fireball Witch The Log 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.)

Fireball The Log
Fireball Zap The Log Electro Wizard
Fireball The Log
Fireball The Log
Bomber Fireball Zap The Log
Fireball Zap Witch
Bomber Witch The Log
Fireball The Log Zap
Fireball The Log Zap
Goblin Gang Fireball Electro Wizard
Zap Fireball The Log Electro Wizard
Fireball Zap
Fireball The Log
Fireball
Zap Fireball The Log
Bomber Zap Fireball Witch The Log
Fireball The Log
Fireball
Bomber
Bomber Zap Fireball The Log Electro Wizard
Bomber Zap Fireball Witch The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Bomber Fireball Witch
Witch
Fireball The Log Zap Witch Electro Wizard
Fireball Zap Witch The Log
Fireball Zap The Log
Zap Fireball Witch Electro Wizard
Zap Electro Wizard Fireball Witch
Fireball
Bomber Zap Fireball The Log
Zap Fireball Electro Wizard
Fireball The Log
Zap Electro Wizard Goblin Gang Fireball Witch
Fireball Zap Witch Electro Wizard
The Log Fireball
Fireball Goblin Gang Electro Wizard
The Log Bomber Zap Fireball
Zap Fireball
Zap Goblin Gang Fireball Witch The Log Electro Wizard
Zap Fireball Witch Electro Wizard
Zap Fireball Witch The Log Electro Wizard

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