My Best Clash Royale Deck

Deck Check Rating

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

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!
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 Firecracker Hunter 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.

Firecracker Royal Giant Dark Prince Hunter 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.

Missing

Punishments

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

Goblin Gang Royal Giant Elite Barbarians Dark 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 Royal Giant Elite Barbarians Dark 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.

Firecracker Elite Barbarians Dark Prince 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 Royal Giant Elite Barbarians Dark Prince
Giant Snowball
Goblin Gang Witch
Zap
Goblin Gang Firecracker Royal Giant Dark Prince Witch
Barbarian Barrel
Goblin Gang Firecracker Elite Barbarians Dark Prince Hunter Witch Electro Wizard
The Log
Goblin Gang Firecracker Royal Giant Elite Barbarians Dark Prince Hunter Witch
Earthquake
Goblin Gang Firecracker Witch
Arrows
Goblin Gang Firecracker Witch
Royal Delivery
Goblin Gang Firecracker Elite Barbarians Dark Prince Hunter Witch Electro Wizard
Fireball
Goblin Gang Firecracker Elite Barbarians Hunter Witch Electro Wizard
Poison
Goblin Gang Firecracker Hunter Witch Electro Wizard
Lightning
Elite Barbarians Dark Prince Hunter Witch Electro Wizard
Rocket
Elite Barbarians Hunter Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Hunter Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Dark Prince 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.

Dark Prince

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 Elite Barbarians

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Firecracker Dark Prince Hunter Electro Wizard Witch Royal Giant Elite Barbarians

Shortest cycle

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

14 Goblin Gang Firecracker Dark Prince Hunter

Attack Synergies 2 11

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.

Goblin Gang
Firecracker Royal Giant Dark Prince
Firecracker
Royal Giant Goblin Gang Elite Barbarians Dark Prince
Royal Giant
Firecracker Hunter Goblin Gang Elite Barbarians Dark Prince Witch Electro Wizard
Elite Barbarians
Firecracker Royal Giant
Dark Prince
Goblin Gang Firecracker Royal Giant Witch Electro Wizard
Hunter
Royal Giant
Witch
Royal Giant Dark Prince
Electro Wizard
Royal Giant Dark Prince

Defense Synergies 1 12

Goblin Gang
Firecracker Dark Prince Electro Wizard
Firecracker
Goblin Gang Dark Prince Hunter Electro Wizard
Royal Giant
Elite Barbarians
Dark Prince Hunter
Dark Prince
Elite Barbarians Goblin Gang Firecracker Hunter Witch Electro Wizard
Hunter
Firecracker Elite Barbarians Dark Prince Electro Wizard
Witch
Dark Prince Electro Wizard
Electro Wizard
Goblin Gang Firecracker Dark Prince Hunter 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.

Firecracker Electro Wizard
Elite Barbarians Hunter Goblin Gang Firecracker Dark Prince Witch Electro Wizard
Goblin Gang Hunter Witch Elite Barbarians Dark Prince Electro Wizard
Elite Barbarians Hunter Witch Goblin Gang Firecracker Dark Prince Electro Wizard
Firecracker Elite Barbarians Dark Prince
Goblin Gang Firecracker Dark Prince Hunter Electro Wizard
Hunter Electro Wizard Goblin Gang Firecracker Witch
Electro Wizard
Hunter Witch Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Firecracker Dark Prince Hunter Electro Wizard
Goblin Gang Witch Electro Wizard Firecracker Dark Prince Hunter
Hunter Goblin Gang Firecracker Witch Electro Wizard
Hunter Goblin Gang Elite Barbarians Dark Prince Witch Electro Wizard
Goblin Gang Firecracker Dark Prince Hunter Witch Electro Wizard
Elite Barbarians Goblin Gang Hunter Electro Wizard
Goblin Gang Elite Barbarians Hunter Electro Wizard
Goblin Gang Firecracker Elite Barbarians Dark Prince Hunter Witch Electro Wizard
Goblin Gang Firecracker Elite Barbarians Dark Prince Hunter Witch Electro Wizard
Hunter Witch Firecracker Dark Prince Electro Wizard
Elite Barbarians Hunter Electro Wizard
Goblin Gang Dark Prince Firecracker Elite Barbarians Hunter Witch Electro Wizard
Elite Barbarians Hunter

Counters to secondary win conditions

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

Goblin Gang Elite Barbarians Dark Prince Witch Electro Wizard
Electro Wizard Goblin Gang Firecracker Elite Barbarians Hunter
Goblin Gang Elite Barbarians Dark Prince Hunter Witch Electro Wizard
Goblin Gang Dark Prince Hunter Elite Barbarians Electro Wizard
Goblin Gang Elite Barbarians Dark Prince Hunter Witch
Firecracker Goblin Gang Hunter Witch Electro Wizard
Goblin Gang Dark Prince Elite Barbarians Hunter Witch Electro Wizard
Elite Barbarians Dark Prince Hunter
Electro Wizard Firecracker Elite Barbarians Dark Prince Witch
Witch Goblin Gang
Elite Barbarians Dark Prince Hunter Witch
Elite Barbarians Dark Prince Electro Wizard
Elite Barbarians Dark Prince Goblin Gang Hunter Witch
Firecracker Witch
Goblin Gang Elite Barbarians Witch Electro Wizard Firecracker Dark Prince Hunter
Firecracker Elite Barbarians Dark Prince Hunter Witch Electro Wizard
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.)

Firecracker
Firecracker Electro Wizard
Firecracker Dark Prince
Firecracker Dark Prince
Firecracker Hunter Witch
Firecracker Witch
Firecracker Hunter
Firecracker
Goblin Gang Elite Barbarians Electro Wizard
Firecracker Dark Prince Electro Wizard
Firecracker
Firecracker Elite Barbarians Hunter
Firecracker
Firecracker Elite Barbarians
Firecracker Hunter Witch
Firecracker
Firecracker Dark Prince Hunter Electro Wizard
Firecracker Witch
Firecracker Dark Prince Hunter Witch
Witch
Firecracker Hunter Witch Electro Wizard
Witch
Firecracker
Elite Barbarians Firecracker Hunter Witch Electro Wizard
Electro Wizard Firecracker Witch
Elite Barbarians
Hunter
Firecracker Electro Wizard
Firecracker
Electro Wizard Goblin Gang Dark Prince Witch
Firecracker Hunter Witch Electro Wizard
Goblin Gang Firecracker Dark Prince Hunter Electro Wizard
Firecracker
Firecracker Elite Barbarians Dark Prince
Goblin Gang Firecracker Elite Barbarians Witch Electro Wizard
Firecracker Witch Electro Wizard
Firecracker Dark Prince Witch Electro Wizard
Firecracker

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