My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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 Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Gang Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Goblin Gang Barbarians Hog Rider

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.

Hog Rider 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 Hog Rider Guards
Giant Snowball
Goblin Gang Barbarians Hog Rider Guards Witch
Zap
Goblin Gang Guards Witch
Barbarian Barrel
Goblin Gang Barbarians Guards Witch Electro Wizard
The Log
Goblin Gang Barbarians Hog Rider Guards Witch
Earthquake
Goblin Gang Barbarians Hog Rider Guards Witch
Arrows
Goblin Gang Guards Witch
Royal Delivery
Goblin Gang Barbarians Hog Rider Guards Witch Electro Wizard
Fireball
Goblin Gang Barbarians Hog Rider Witch Electro Wizard
Poison
Goblin Gang Barbarians Guards Witch Electro Wizard
Lightning
Witch Electro Wizard
Rocket
Barbarians Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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

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.

Goblin Gang Barbarians Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Gang Guards Fireball Hog Rider Electro Wizard Barbarians Witch

Shortest cycle

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

13 Arrows Goblin Gang Guards Fireball

Attack Synergies 4 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.

Arrows
Fireball Hog Rider
Goblin Gang
Hog Rider
Barbarians
Hog Rider
Fireball
Arrows Hog Rider Electro Wizard
Hog Rider
Arrows Goblin Gang Fireball Barbarians Guards Witch Electro Wizard
Guards
Hog Rider
Witch
Hog Rider
Electro Wizard
Fireball Hog Rider

Defense Synergies 0 9

Arrows
Barbarians Fireball
Goblin Gang
Barbarians Guards Electro Wizard
Barbarians
Arrows Goblin Gang
Fireball
Arrows Electro Wizard
Hog Rider
Guards
Goblin Gang Witch Electro Wizard
Witch
Guards Electro Wizard
Electro Wizard
Goblin Gang Fireball Guards 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.

Fireball Electro Wizard
Barbarians Goblin Gang Witch Electro Wizard
Goblin Gang Barbarians Witch Electro Wizard
Barbarians Witch Goblin Gang Guards Electro Wizard
Arrows Barbarians Fireball
Arrows Goblin Gang Fireball Guards Electro Wizard
Electro Wizard Arrows Goblin Gang Fireball Witch
Arrows Barbarians Fireball Electro Wizard
Barbarians Witch Goblin Gang
Goblin Gang Guards Barbarians Electro Wizard
Goblin Gang Barbarians Guards Witch Electro Wizard Arrows Fireball
Arrows Goblin Gang Fireball Witch Electro Wizard
Barbarians Goblin Gang Fireball Guards Witch Electro Wizard
Fireball Arrows Goblin Gang Barbarians Guards Witch Electro Wizard
Barbarians Goblin Gang Electro Wizard
Barbarians Goblin Gang Fireball Electro Wizard
Barbarians Arrows Goblin Gang Fireball Witch Electro Wizard
Arrows Fireball Goblin Gang Barbarians Guards Witch Electro Wizard
Arrows Witch Barbarians Fireball Guards Electro Wizard
Barbarians Electro Wizard
Goblin Gang Arrows Barbarians Fireball Guards Witch Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Barbarians Guards Fireball Witch Electro Wizard
Fireball Electro Wizard Arrows Goblin Gang
Goblin Gang Barbarians Guards Witch Electro Wizard
Goblin Gang Guards Barbarians Fireball Electro Wizard
Barbarians Goblin Gang Guards Witch
Arrows Fireball Goblin Gang Witch Electro Wizard
Goblin Gang Guards Barbarians Fireball Witch Electro Wizard
Barbarians
Electro Wizard Barbarians Fireball Witch
Witch Goblin Gang Barbarians Guards
Barbarians Guards Witch
Arrows Barbarians Fireball Guards Electro Wizard
Barbarians Goblin Gang Fireball Guards Witch
Barbarians Fireball Witch
Goblin Gang Barbarians Guards Witch Electro Wizard Fireball
Arrows Barbarians Fireball Witch Electro Wizard
Arrows Fireball 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.)

Fireball Arrows Guards
Arrows Fireball Electro Wizard
Arrows Fireball
Arrows Barbarians Fireball Guards
Fireball Arrows
Arrows Fireball Witch
Arrows Witch
Arrows Fireball
Arrows Fireball
Goblin Gang Fireball Guards Electro Wizard
Arrows Fireball Electro Wizard
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Arrows Fireball Electro Wizard
Arrows Fireball Witch
Fireball
Arrows Fireball
Arrows Barbarians Fireball
Arrows Fireball Witch
Witch
Arrows Fireball Witch Electro Wizard
Fireball Arrows Witch
Fireball Arrows
Arrows Fireball Witch Electro Wizard
Electro Wizard Fireball Guards Witch
Fireball
Arrows Fireball
Arrows Fireball Electro Wizard
Arrows Fireball
Electro Wizard Goblin Gang Barbarians Fireball Guards Witch
Fireball Arrows Witch Electro Wizard
Arrows Fireball
Fireball Goblin Gang Electro Wizard
Arrows Fireball
Arrows Fireball
Goblin Gang Fireball Guards Witch Electro Wizard
Fireball Witch Electro Wizard
Fireball Witch Electro Wizard
Fireball

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