My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Goblin Gang Wizard Witch Ice Wizard Ram Rider

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.

Bats Wizard Witch Ice Wizard Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Missing

Punishments

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

Goblin Gang Ram Rider Mega Knight

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 Ram Rider Mega Knight

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.

Ram Rider

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
Bats Goblin Gang Guards Ram Rider
Giant Snowball
Bats Goblin Gang Guards Witch Ram Rider
Zap
Bats Goblin Gang Guards Witch Ram Rider
Barbarian Barrel
Goblin Gang Wizard Guards Witch Ice Wizard
The Log
Goblin Gang Guards Witch Ram Rider
Earthquake
Goblin Gang Guards Witch
Arrows
Bats Goblin Gang Guards Witch
Royal Delivery
Bats Goblin Gang Wizard Guards Witch Ice Wizard Ram Rider
Fireball
Goblin Gang Wizard Witch Ice Wizard Ram Rider
Poison
Bats Goblin Gang Wizard Guards Witch Ice Wizard
Lightning
Wizard Witch Ice Wizard Ram Rider
Rocket
Wizard Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Ice Wizard Mega Knight

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.

Bats Guards Ice Wizard Mega Knight

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Goblin Gang Guards Ice Wizard Wizard Witch Ram Rider Mega Knight

Shortest cycle

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

11 Bats Goblin Gang Guards Ice Wizard

Attack Synergies 1 8

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.

Bats
Mega Knight Ram Rider
Goblin Gang
Wizard
Ram Rider Mega Knight
Guards
Ram Rider
Witch
Ram Rider Mega Knight
Ice Wizard
Ram Rider
Ram Rider
Bats Wizard Guards Witch Ice Wizard Mega Knight
Mega Knight
Bats Wizard Witch Ram Rider

Defense Synergies 0 12

Bats
Ice Wizard Mega Knight
Goblin Gang
Guards Ice Wizard
Wizard
Guards Ice Wizard Mega Knight
Guards
Goblin Gang Wizard Witch Ice Wizard
Witch
Guards Ice Wizard Mega Knight
Ice Wizard
Bats Goblin Gang Wizard Guards Witch Mega Knight
Ram Rider
Mega Knight
Bats Wizard Witch Ice Wizard

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.

Wizard Ram Rider
Bats Goblin Gang Witch Ice Wizard Ram Rider Mega Knight
Goblin Gang Witch Ram Rider Mega Knight Bats Ice Wizard
Witch Bats Goblin Gang Guards Ice Wizard Ram Rider Mega Knight
Mega Knight
Goblin Gang Bats Guards Ice Wizard Mega Knight
Bats Ram Rider Goblin Gang Wizard Witch Ice Wizard
Ram Rider Mega Knight
Witch Goblin Gang Ice Wizard
Goblin Gang Guards Ice Wizard Mega Knight
Bats Goblin Gang Guards Witch Ice Wizard Wizard Ram Rider Mega Knight
Bats Goblin Gang Wizard Witch Ice Wizard Ram Rider
Mega Knight Bats Goblin Gang Wizard Guards Witch Ice Wizard Ram Rider
Wizard Mega Knight Bats Goblin Gang Guards Witch
Goblin Gang Ram Rider Mega Knight
Goblin Gang Ram Rider Mega Knight
Wizard Mega Knight Bats Goblin Gang Witch
Mega Knight Bats Goblin Gang Wizard Guards Witch Ice Wizard Ram Rider
Wizard Witch Bats Guards Ice Wizard Ram Rider Mega Knight
Ram Rider
Goblin Gang Wizard Mega Knight Bats Guards Witch

Counters to secondary win conditions

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

Goblin Gang Guards Mega Knight Witch
Goblin Gang Wizard Mega Knight
Goblin Gang Guards Mega Knight Bats Witch Ram Rider
Goblin Gang Guards Mega Knight Bats Ram Rider
Goblin Gang Guards Witch Ram Rider Mega Knight
Wizard Bats Goblin Gang Witch Ice Wizard Ram Rider
Goblin Gang Guards Bats Witch Ice Wizard Ram Rider
Mega Knight
Mega Knight Bats Witch
Witch Goblin Gang Guards
Mega Knight Bats Guards Witch
Mega Knight Guards
Mega Knight Goblin Gang Wizard Guards Witch Ram Rider
Wizard Witch Mega Knight
Goblin Gang Guards Witch Bats
Bats Mega Knight Wizard Witch Ice Wizard
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.)

Guards
Ice Wizard Ram Rider
Guards
Wizard Mega Knight
Wizard Bats Witch Ice Wizard Ram Rider
Wizard Witch
Wizard Ice Wizard Ram Rider
Wizard Ram Rider
Bats Goblin Gang Guards
Wizard Ram Rider
Wizard
Wizard Witch
Wizard Mega Knight
Bats
Wizard Mega Knight
Wizard Witch Mega Knight
Mega Knight
Wizard
Wizard Witch Ice Wizard Mega Knight
Witch
Wizard Witch Ice Wizard Ram Rider
Wizard Witch Ram Rider Mega Knight
Bats Wizard Witch Ice Wizard
Bats Wizard Guards Witch
Wizard Mega Knight
Mega Knight
Wizard
Bats Goblin Gang Guards Witch
Wizard Witch Ice Wizard Ram Rider
Goblin Gang Wizard Mega Knight
Wizard
Mega Knight
Bats Goblin Gang Guards Witch
Bats Witch
Witch Mega Knight
Wizard Mega Knight

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