My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!
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.

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.

Witch Prince Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows

Punishments

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

Goblin Gang Wall Breakers 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.

Goblin Gang Wall Breakers 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.

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
Goblin Gang Wall Breakers Guards Prince
Giant Snowball
Goblin Gang Wall Breakers Guards Witch
Zap
Goblin Gang Wall Breakers Guards Witch Prince
Barbarian Barrel
Goblin Gang Wall Breakers Guards Witch Electro Wizard
The Log
Goblin Gang Wall Breakers Guards Witch Prince
Earthquake
Goblin Gang Guards Witch
Arrows
Goblin Gang Wall Breakers Guards Witch
Royal Delivery
Goblin Gang Wall Breakers Guards Witch Prince Electro Wizard
Fireball
Goblin Gang Wall Breakers Witch Electro Wizard
Poison
Goblin Gang Guards Witch Electro Wizard
Lightning
Witch Prince Electro Wizard Goblinstein
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Guards Prince

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Arrows Goblin Gang Guards Electro Wizard Witch Prince Goblinstein

Shortest cycle

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

11 Wall Breakers Arrows Goblin Gang Guards

Attack Synergies 0 6

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.

Arrows
Wall Breakers Prince
Goblin Gang
Prince
Wall Breakers
Arrows Electro Wizard
Guards
Witch
Prince
Prince
Arrows Goblin Gang Witch Electro Wizard
Electro Wizard
Wall Breakers Prince
Goblinstein

Defense Synergies 0 10

Arrows
Prince
Goblin Gang
Guards Prince Electro Wizard
Wall Breakers
Guards
Goblin Gang Witch Prince Electro Wizard
Witch
Guards Prince Electro Wizard
Prince
Arrows Goblin Gang Guards Witch Electro Wizard
Electro Wizard
Goblin Gang Guards Witch Prince
Goblinstein

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.

Electro Wizard
Goblin Gang Witch Prince Electro Wizard
Goblin Gang Witch Prince Electro Wizard
Witch Prince Goblin Gang Guards Electro Wizard
Arrows Prince
Arrows Goblin Gang Guards Electro Wizard
Electro Wizard Arrows Goblin Gang Witch
Arrows Electro Wizard
Witch Goblin Gang Prince
Goblin Gang Guards Prince Electro Wizard
Goblin Gang Guards Witch Electro Wizard Arrows
Arrows Goblin Gang Witch Electro Wizard
Prince Goblin Gang Guards Witch Electro Wizard
Arrows Goblin Gang Guards Witch Prince Electro Wizard
Goblin Gang Prince Electro Wizard
Goblin Gang Prince Electro Wizard
Arrows Goblin Gang Witch Prince Electro Wizard
Arrows Goblin Gang Guards Witch Prince Electro Wizard
Arrows Witch Guards Electro Wizard
Prince Electro Wizard
Goblin Gang Arrows Guards Witch Prince Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Guards Witch Prince Electro Wizard
Electro Wizard Arrows Goblin Gang Prince
Goblin Gang Guards Witch Prince Electro Wizard
Goblin Gang Guards Prince Electro Wizard
Goblin Gang Guards Witch Prince
Arrows Goblin Gang Witch Electro Wizard
Goblin Gang Guards Prince Witch Electro Wizard
Prince
Electro Wizard Witch Prince
Witch Goblin Gang Guards
Guards Witch Prince
Arrows Guards Prince Electro Wizard
Prince Goblin Gang Guards Witch
Witch
Goblin Gang Guards Witch Electro Wizard Prince
Arrows Witch Electro Wizard
Arrows 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.)

Arrows Guards
Arrows Electro Wizard
Arrows
Arrows Guards Prince
Arrows
Arrows Witch
Arrows Witch
Arrows
Arrows
Goblin Gang Guards Prince Electro Wizard
Arrows Prince Electro Wizard
Arrows
Arrows
Arrows Prince
Arrows Witch
Arrows
Arrows
Arrows Prince Electro Wizard
Arrows Witch
Prince
Arrows
Prince
Arrows
Arrows Witch
Witch
Arrows Witch Electro Wizard
Arrows Witch Prince
Arrows
Arrows Witch Electro Wizard
Electro Wizard Guards Witch
Arrows
Arrows Electro Wizard
Prince
Arrows
Electro Wizard Goblin Gang Guards Witch Prince
Arrows Witch Electro Wizard
Arrows
Goblin Gang Prince Electro Wizard
Arrows
Arrows
Prince
Goblin Gang Guards Witch Electro Wizard
Witch Electro Wizard
Witch Prince Electro Wizard
Prince

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