My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Witch Magic Archer Night 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.

Giant Witch Magic Archer Night Witch Mother Witch Goblinstein

Offensive cards

Win conditions

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

Giant Miner

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.

Giant Miner

Pump responses

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

Miner

Dropped at the bridge

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

Barbarians Giant Magic Archer

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.

Miner Magic Archer

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
Giant Miner Night Witch
Giant Snowball
Barbarians Witch Miner Night Witch
Zap
Witch Night Witch
Barbarian Barrel
Barbarians Witch Magic Archer Night Witch
The Log
Barbarians Witch
Earthquake
Barbarians Witch
Arrows
Witch Night Witch
Royal Delivery
Barbarians Witch Miner Magic Archer Night Witch Mother Witch
Fireball
Barbarians Witch Magic Archer Night Witch Mother Witch
Poison
Barbarians Witch Magic Archer Night Witch Mother Witch
Lightning
Witch Magic Archer Night Witch Mother Witch Goblinstein
Rocket
Barbarians Witch Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer

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.

Miner Night Witch 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.

Barbarians 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Miner Magic Archer Night Witch Mother Witch Barbarians Giant Witch Goblinstein

Shortest cycle

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

15 Miner Magic Archer Night Witch Mother Witch

Attack Synergies 2 7

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.

Barbarians
Giant
Miner Night Witch Witch Magic Archer Mother Witch
Witch
Giant Miner
Miner
Giant Witch Magic Archer Mother Witch
Magic Archer
Giant Miner Mother Witch
Night Witch
Giant
Mother Witch
Giant Miner Magic Archer
Goblinstein

Defense Synergies 0 3

Barbarians
Giant
Witch
Miner
Magic Archer
Night Witch Mother Witch
Night Witch
Magic Archer Mother Witch
Mother Witch
Magic Archer Night Witch
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.

Magic Archer
Barbarians Witch Night Witch
Barbarians Witch Night Witch
Barbarians Witch Night Witch
Barbarians
Magic Archer Night Witch Mother Witch
Witch Magic Archer Night Witch
Barbarians Magic Archer
Barbarians Witch Night Witch
Barbarians Miner Night Witch
Barbarians Witch Mother Witch Magic Archer Night Witch
Witch Magic Archer Night Witch
Barbarians Night Witch Witch
Barbarians Witch Magic Archer Night Witch
Barbarians
Barbarians Goblinstein
Barbarians Witch Night Witch
Barbarians Witch Magic Archer Night Witch
Witch Barbarians Magic Archer Mother Witch
Barbarians
Barbarians Witch Night Witch Mother Witch

Counters to secondary win conditions

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

Barbarians Witch
Miner Magic Archer
Barbarians Witch
Barbarians Night Witch
Barbarians Witch Night Witch
Mother Witch Goblinstein Witch Magic Archer
Barbarians Witch Night Witch
Barbarians
Goblinstein Barbarians Witch Magic Archer
Witch Barbarians
Barbarians Witch
Barbarians
Barbarians Witch Night Witch
Barbarians Witch Magic Archer
Barbarians Witch Magic Archer Night Witch Goblinstein
Barbarians Witch Magic Archer Mother Witch

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.)

Magic Archer
Miner Magic Archer
Miner Magic Archer
Barbarians
Magic Archer Goblinstein
Mother Witch Goblinstein Witch Magic Archer
Witch Magic Archer
Magic Archer
Miner
Night Witch
Miner Magic Archer
Magic Archer
Miner Magic Archer
Magic Archer
Magic Archer
Witch Magic Archer
Magic Archer
Night Witch
Magic Archer
Witch Miner Magic Archer Mother Witch
Magic Archer Night Witch
Barbarians
Mother Witch Witch Magic Archer Goblinstein
Witch
Miner Witch Magic Archer
Witch Miner Magic Archer
Miner Magic Archer
Witch Magic Archer Night Witch Mother Witch
Witch Goblinstein
Night Witch
Miner Magic Archer Night Witch
Magic Archer
Magic Archer
Barbarians Witch Magic Archer Night Witch Goblinstein
Witch Magic Archer
Miner Magic Archer
Magic Archer
Witch Magic Archer
Witch Magic Archer
Witch Miner Magic Archer

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