My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Dart Goblin Zappies Hunter Mother Witch

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.

Zappies Hunter Mother Witch

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.

Fireball Void

Punishments

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

Mortar

Pump responses

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

Fireball Void

Dropped at the bridge

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

Mortar Dart Goblin

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
Guards
Giant Snowball
Dart Goblin Zappies Guards
Zap
Mortar Dart Goblin Zappies Guards
Barbarian Barrel
Mortar Dart Goblin Zappies Guards Hunter
The Log
Dart Goblin Zappies Guards Hunter
Earthquake
Mortar Zappies Guards
Arrows
Dart Goblin Zappies Guards
Royal Delivery
Dart Goblin Zappies Guards Hunter Mother Witch
Fireball
Mortar Dart Goblin Zappies Hunter Mother Witch
Poison
Mortar Dart Goblin Zappies Guards Hunter Mother Witch
Lightning
Mortar Hunter Mother Witch
Rocket
Mortar Hunter

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball Hunter

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.

Guards Mother 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.

Dart Goblin 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Dart Goblin Guards Void Mortar Fireball Zappies Hunter Mother Witch

Shortest cycle

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

13 Dart Goblin Guards Void Mortar

Attack Synergies 0 4

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.

Mortar
Dart Goblin Fireball Zappies Hunter
Dart Goblin
Mortar
Fireball
Mortar
Zappies
Mortar
Guards
Void
Hunter
Mortar
Mother Witch

Defense Synergies 1 12

Mortar
Dart Goblin Fireball Zappies Guards
Dart Goblin
Mortar Zappies Guards Hunter Mother Witch
Fireball
Mortar Zappies
Zappies
Mortar Dart Goblin Fireball Guards Mother Witch
Guards
Hunter Mortar Dart Goblin Zappies Mother Witch
Void
Hunter
Guards Dart Goblin
Mother Witch
Dart Goblin Zappies Guards

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.

Mortar Dart Goblin Fireball Zappies Void
Hunter Mortar Dart Goblin Zappies
Mortar Hunter Dart Goblin Zappies Void
Hunter Mortar Dart Goblin Zappies Guards
Fireball
Fireball Dart Goblin Zappies Guards Hunter Mother Witch
Dart Goblin Hunter Mortar Fireball Zappies Void
Dart Goblin Fireball Void
Zappies Hunter Mortar
Guards Dart Goblin Zappies Hunter
Dart Goblin Guards Mother Witch Fireball Zappies Hunter
Hunter Dart Goblin Fireball Zappies
Mortar Hunter Fireball Zappies Guards
Fireball Mortar Dart Goblin Zappies Guards Hunter
Mortar Zappies Hunter
Mortar Fireball Zappies Hunter
Mortar Fireball Zappies Hunter
Mortar Fireball Dart Goblin Zappies Guards Hunter
Mortar Hunter Dart Goblin Fireball Zappies Guards Mother Witch
Mortar Dart Goblin Zappies Hunter
Dart Goblin Fireball Zappies Guards Hunter Mother Witch
Mortar Hunter

Counters to secondary win conditions

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

Guards Fireball Zappies Void
Fireball Void Mortar Hunter
Zappies Guards Hunter
Guards Hunter Fireball Zappies
Zappies Guards Hunter
Fireball Mother Witch Dart Goblin Zappies Hunter
Guards Dart Goblin Fireball Zappies Void Hunter
Zappies Hunter
Void Mortar Fireball Zappies
Dart Goblin Zappies Guards
Dart Goblin Zappies Guards Hunter
Fireball Guards Void
Fireball Zappies Guards Hunter
Dart Goblin Fireball Zappies
Zappies Guards Mortar Dart Goblin Fireball Hunter
Dart Goblin Fireball Zappies Hunter Mother Witch
Mortar Fireball Void

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 Void Mortar Dart Goblin Guards
Mortar Fireball Void Dart Goblin
Dart Goblin Fireball Void
Dart Goblin Fireball Guards Void
Fireball Mortar
Fireball Mother Witch Dart Goblin Hunter
Mortar Dart Goblin
Fireball Dart Goblin Hunter
Fireball Void Mortar Dart Goblin
Fireball Guards Void
Void Mortar Dart Goblin Fireball
Fireball Void Dart Goblin
Mortar Dart Goblin Fireball Void Hunter
Mortar Dart Goblin Fireball Void
Mortar Dart Goblin Fireball
Mortar Dart Goblin Fireball Hunter
Mortar Dart Goblin Fireball
Mortar Fireball
Void Mortar Dart Goblin Fireball Hunter
Mortar Dart Goblin Fireball Void Mother Witch
Fireball Void
Fireball Void
Void
Mortar Fireball Void
Mother Witch Mortar Fireball Hunter
Mortar Fireball Void Dart Goblin Hunter
Fireball Void Mortar
Fireball Void Mortar Dart Goblin
Dart Goblin Fireball Void Hunter Mother Witch
Dart Goblin Fireball Zappies Guards Void
Fireball Void
Void Mortar Dart Goblin Fireball Hunter
Void Fireball Zappies
Fireball
Dart Goblin Fireball Zappies Guards Void
Fireball Dart Goblin Zappies Hunter
Fireball
Fireball Void Dart Goblin Hunter
Mortar Dart Goblin Fireball
Void Fireball
Dart Goblin
Dart Goblin Fireball Zappies Guards
Dart Goblin Fireball Zappies Void
Void Mortar Dart Goblin Fireball
Fireball Mortar Dart Goblin Void
Void

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