My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Mighty Miner

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Zappies Witch Mother Witch

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 Knight Zappies Giant Witch Mother Witch

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap

Punishments

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

Giant

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.

Goblins Knight Giant

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 Giant
Giant Snowball
Goblins Bats Zappies Witch
Zap
Goblins Bats Zappies Witch
Barbarian Barrel
Goblins Knight Zappies Witch
The Log
Goblins Zappies Witch
Earthquake
Zappies Witch
Arrows
Goblins Bats Zappies Witch
Royal Delivery
Goblins Bats Knight Zappies Witch Mother Witch
Fireball
Zappies Witch Mother Witch
Poison
Bats Zappies Witch Mother Witch
Lightning
Knight Witch Mother Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Bats Knight Mother Witch

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.

Goblins Witch

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Zap Knight Zappies Mother Witch Giant Witch

Shortest cycle

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

9 Goblins Bats Zap Knight

Attack Synergies 3 13

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.

Goblins
Zap Giant
Bats
Knight Giant Zap
Zap
Giant Goblins Bats Knight Zappies Witch Mother Witch
Knight
Bats Zap Zappies Witch Mother Witch
Zappies
Zap Knight Giant
Giant
Bats Zap Goblins Zappies Witch Mother Witch
Witch
Zap Knight Giant
Mother Witch
Zap Knight Giant

Defense Synergies 1 13

Goblins
Zap Knight Zappies
Bats
Knight Zap Zappies
Zap
Goblins Bats Knight Zappies Witch Mother Witch
Knight
Bats Goblins Zap Zappies Witch Mother Witch
Zappies
Goblins Bats Zap Knight Mother Witch
Giant
Witch
Zap Knight
Mother Witch
Zap Knight Zappies

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.

Zap Knight Zappies
Goblins Bats Zap Knight Zappies Witch
Witch Goblins Bats Knight Zappies
Witch Goblins Bats Knight Zappies
Goblins Bats Zap Zappies Mother Witch
Bats Zap Zappies Witch
Zap
Zappies Witch Goblins
Knight Goblins Zappies
Goblins Bats Witch Mother Witch Zap Knight Zappies
Bats Zap Zappies Witch
Bats Zap Knight Zappies Witch
Goblins Bats Zap Zappies Witch
Knight Zappies
Zap Zappies
Goblins Bats Knight Zappies Witch
Goblins Bats Zap Knight Zappies Witch
Zap Witch Bats Knight Zappies Mother Witch
Zappies
Goblins Bats Knight Zappies Witch Mother Witch

Counters to secondary win conditions

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

Knight Goblins Zap Zappies Witch
Zap Knight
Zappies Goblins Bats Zap Knight Witch
Bats Zap Knight Zappies
Knight Zappies Witch
Mother Witch Bats Zap Zappies Witch
Goblins Bats Knight Zappies Witch
Knight Zappies
Zap Goblins Bats Knight Zappies Witch
Witch Zappies
Bats Knight Zappies Witch
Zap
Knight Zappies Witch
Zappies Witch
Zappies Witch Goblins Bats Zap Knight
Bats Zap Zappies Witch Mother Witch
Zap

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.)

Knight
Zap
Knight
Zap
Mother Witch Bats Zap Witch
Witch
Zap
Zap
Goblins Bats
Zap Knight
Zap
Knight
Zap
Zap Witch
Bats
Zap
Zap Witch Mother Witch
Zap
Zap Mother Witch Witch
Witch
Zap Witch
Zap Witch
Zap
Bats Zap Witch Mother Witch
Zap Bats Zappies Witch
Zap
Zap Zappies
Zap Bats Zappies Witch
Zap Zappies Witch
Knight
Zap
Zap
Zap Bats Zappies Witch
Bats Zap Zappies Witch
Zap Witch

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