My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Baby Dragon Witch Electro Wizard

Defensive buildings

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

Cannon

Investments

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

Spear Goblins Elixir Collector Baby Dragon Witch Golem Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Spear Goblins Baby Dragon Golem

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.

Golem 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
Spear Goblins
Giant Snowball
Spear Goblins Cannon Baby Dragon Witch
Zap
Spear Goblins Cannon Witch
Barbarian Barrel
Spear Goblins Cannon Witch Electro Wizard
The Log
Spear Goblins Cannon Witch
Earthquake
Spear Goblins Cannon Elixir Collector Witch
Arrows
Spear Goblins Witch
Royal Delivery
Spear Goblins Baby Dragon Witch Electro Wizard
Fireball
Cannon Elixir Collector Baby Dragon Witch Electro Wizard
Poison
Spear Goblins Cannon Elixir Collector Witch Electro Wizard
Lightning
Cannon Elixir Collector Baby Dragon Witch Electro Wizard
Rocket
Elixir Collector Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon

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.

Spear Goblins Elixir Collector Baby Dragon Golem

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Zap Cannon Baby Dragon Electro Wizard Witch Elixir Collector Golem

Shortest cycle

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

11 Spear Goblins Zap Cannon Baby Dragon

Attack Synergies 2 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.

Spear Goblins
Zap Baby Dragon Golem
Zap
Electro Wizard Spear Goblins Baby Dragon Witch Golem
Cannon
Elixir Collector
Baby Dragon
Golem Spear Goblins Zap Witch Electro Wizard
Witch
Zap Baby Dragon Golem
Golem
Baby Dragon Spear Goblins Zap Witch Electro Wizard
Electro Wizard
Zap Baby Dragon Golem

Defense Synergies 2 11

Spear Goblins
Zap Cannon Baby Dragon Electro Wizard
Zap
Cannon Electro Wizard Spear Goblins Baby Dragon Witch
Cannon
Zap Spear Goblins Baby Dragon Witch Electro Wizard
Elixir Collector
Baby Dragon
Spear Goblins Zap Cannon Witch
Witch
Zap Cannon Baby Dragon Electro Wizard
Golem
Electro Wizard
Zap Spear Goblins Cannon 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.

Spear Goblins Zap Cannon Baby Dragon Electro Wizard
Zap Cannon Witch Electro Wizard
Cannon Witch Electro Wizard
Cannon Witch Electro Wizard
Spear Goblins Zap Cannon Baby Dragon Electro Wizard
Electro Wizard Spear Goblins Zap Cannon Baby Dragon Witch
Zap Cannon Baby Dragon Electro Wizard
Cannon Witch
Spear Goblins Cannon Electro Wizard
Witch Electro Wizard Spear Goblins Zap Cannon Baby Dragon
Spear Goblins Zap Baby Dragon Witch Electro Wizard
Cannon Zap Witch Electro Wizard
Zap Cannon Baby Dragon Witch Electro Wizard
Cannon Electro Wizard
Zap Cannon Electro Wizard
Cannon Witch Electro Wizard
Cannon Spear Goblins Zap Baby Dragon Witch Electro Wizard
Zap Baby Dragon Witch Spear Goblins Cannon Electro Wizard
Cannon Electro Wizard
Spear Goblins Cannon Baby Dragon Witch Electro Wizard

Counters to secondary win conditions

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

Spear Goblins Zap Witch Electro Wizard
Electro Wizard Zap Baby Dragon
Spear Goblins Zap Witch Electro Wizard
Zap Electro Wizard
Cannon Witch
Zap Baby Dragon Witch Electro Wizard
Spear Goblins Witch Electro Wizard
Zap Electro Wizard Spear Goblins Baby Dragon Witch
Witch Cannon
Witch
Zap Electro Wizard
Cannon Witch
Cannon Baby Dragon Witch
Witch Electro Wizard Spear Goblins Zap Baby Dragon
Zap Cannon Baby Dragon 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.)

Baby Dragon
Zap Baby Dragon Electro Wizard
Baby Dragon
Zap Baby Dragon
Spear Goblins Zap Baby Dragon Witch
Baby Dragon Witch
Zap Baby Dragon
Zap
Electro Wizard
Zap Electro Wizard
Zap Baby Dragon
Baby Dragon
Baby Dragon
Zap Baby Dragon
Spear Goblins Zap Baby Dragon Witch
Baby Dragon
Zap Baby Dragon Electro Wizard
Zap Baby Dragon Witch
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Witch
Witch
Zap Baby Dragon Witch Electro Wizard
Zap Baby Dragon Witch
Zap Baby Dragon
Zap Baby Dragon Witch Electro Wizard
Zap Electro Wizard Witch
Zap
Zap Electro Wizard
Zap Electro Wizard Spear Goblins Witch
Zap Baby Dragon Witch Electro Wizard
Baby Dragon Electro Wizard
Zap Baby Dragon
Zap
Zap Baby Dragon Witch Electro Wizard
Zap Witch Electro Wizard
Zap Baby Dragon Witch Electro Wizard

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