My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins 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.

Skeletons Spear Goblins Bomber Witch Giant Skeleton Electro Giant

Offensive cards

Win conditions

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

Electro 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.

Electro 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.

Electro Spirit Goblins Spear Goblins Giant Skeleton Electro Giant

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 Spirit Giant Skeleton

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
Skeletons Spear Goblins Bomber Giant Skeleton
Giant Snowball
Skeletons Goblins Spear Goblins Bomber Witch
Zap
Skeletons Goblins Spear Goblins Bomber Witch
Barbarian Barrel
Skeletons Electro Spirit Goblins Spear Goblins Bomber Witch Giant Skeleton
The Log
Skeletons Electro Spirit Goblins Spear Goblins Bomber Witch Giant Skeleton
Earthquake
Skeletons Spear Goblins Bomber Witch
Arrows
Skeletons Electro Spirit Goblins Spear Goblins Bomber Witch
Royal Delivery
Skeletons Electro Spirit Goblins Spear Goblins Bomber Witch Giant Skeleton
Fireball
Bomber Witch
Poison
Spear Goblins Bomber Witch
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Electro Giant

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.

Electro Spirit Spear Goblins Giant Skeleton Electro Giant

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Goblins Spear Goblins Bomber Witch Giant Skeleton Electro Giant

Shortest cycle

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

6 Skeletons Electro Spirit Goblins Spear Goblins

Attack Synergies 0 5

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.

Skeletons
Electro Spirit
Giant Skeleton Electro Giant
Goblins
Spear Goblins
Giant Skeleton
Bomber
Giant Skeleton
Witch
Giant Skeleton
Giant Skeleton
Electro Spirit Spear Goblins Bomber Witch
Electro Giant
Electro Spirit

Defense Synergies 0 10

Skeletons
Electro Spirit Spear Goblins Bomber Witch Giant Skeleton
Electro Spirit
Skeletons
Goblins
Bomber Giant Skeleton
Spear Goblins
Skeletons Giant Skeleton
Bomber
Skeletons Goblins Electro Giant
Witch
Skeletons Giant Skeleton
Giant Skeleton
Skeletons Goblins Spear Goblins Witch
Electro Giant
Bomber

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.

Spear Goblins Bomber
Skeletons Goblins Witch
Witch Skeletons Goblins Bomber Giant Skeleton
Witch Skeletons Goblins
Bomber Giant Skeleton
Skeletons Electro Spirit Goblins Spear Goblins Bomber
Electro Spirit Spear Goblins Witch
Electro Spirit Giant Skeleton Electro Giant
Witch Skeletons Goblins
Skeletons Goblins Spear Goblins Bomber Giant Skeleton
Goblins Witch Skeletons Electro Spirit Spear Goblins Bomber Giant Skeleton Electro Giant
Spear Goblins Witch
Skeletons Bomber Witch Giant Skeleton
Bomber Electro Spirit Goblins Witch
Electro Giant
Skeletons Goblins Bomber Witch
Electro Spirit Goblins Spear Goblins Bomber Witch
Witch Electro Spirit Spear Goblins Bomber Giant Skeleton
Bomber Electro Spirit Goblins Spear Goblins Witch Giant Skeleton Electro Giant

Counters to secondary win conditions

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

Skeletons Goblins Spear Goblins Witch Giant Skeleton Electro Giant
Bomber
Giant Skeleton Skeletons Goblins Spear Goblins Witch
Giant Skeleton
Giant Skeleton Skeletons Witch
Electro Giant Skeletons Electro Spirit Witch
Skeletons Goblins Spear Goblins Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons Electro Spirit Goblins Spear Goblins Witch
Witch Skeletons
Witch Giant Skeleton
Giant Skeleton Electro Giant
Giant Skeleton Skeletons Witch
Bomber Witch Electro Giant
Witch Electro Giant Skeletons Electro Spirit Goblins Spear Goblins Bomber Giant Skeleton
Electro Spirit Bomber Witch Giant Skeleton Electro Giant
Electro Spirit Bomber

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.)

Giant Skeleton
Giant Skeleton
Giant Skeleton
Bomber
Electro Giant Electro Spirit Spear Goblins Witch
Bomber Witch
Goblins
Spear Goblins Bomber Witch
Bomber
Bomber
Bomber Witch Electro Giant
Giant Skeleton
Electro Giant Electro Spirit Bomber Witch
Witch
Witch
Witch
Witch Electro Giant
Electro Spirit Witch Electro Giant
Bomber
Electro Spirit
Giant Skeleton
Electro Spirit Spear Goblins Witch
Witch
Bomber
Giant Skeleton Electro Giant
Electro Giant Electro Spirit Witch Giant Skeleton
Witch
Witch Giant Skeleton Electro Giant

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