My Best Clash Royale Deck

Deck Check Rating

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

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!
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.

Fire Spirit 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.

Bomber Witch Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows

Punishments

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

Goblin Gang Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit Goblin Gang Mega Knight

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.

Goblin Barrel 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
Bomber Goblin Gang Goblin Barrel
Giant Snowball
Fire Spirit Bomber Goblin Gang Goblin Barrel Witch
Zap
Fire Spirit Bomber Goblin Gang Goblin Barrel Witch
Barbarian Barrel
Fire Spirit Bomber Goblin Gang Goblin Barrel Witch Electro Wizard
The Log
Fire Spirit Bomber Goblin Gang Goblin Barrel Witch
Earthquake
Bomber Goblin Gang Goblin Barrel Witch
Arrows
Fire Spirit Bomber Goblin Gang Goblin Barrel Witch
Royal Delivery
Fire Spirit Bomber Goblin Gang Goblin Barrel Witch Electro Wizard
Fireball
Bomber Goblin Gang Goblin Barrel Witch Electro Wizard
Poison
Bomber Goblin Gang Witch Electro Wizard
Lightning
Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Arrows Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Arrows Mega Knight

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.

Goblin Barrel

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.

Fire Spirit Goblin Gang Goblin Barrel 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.

Fire Spirit Bomber Arrows Goblin Gang Goblin Barrel Electro Wizard Witch Mega Knight

Shortest cycle

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

9 Fire Spirit Bomber Arrows Goblin Gang

Attack Synergies 1 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.

Fire Spirit
Goblin Barrel
Bomber
Mega Knight
Arrows
Goblin Barrel Mega Knight
Goblin Gang
Goblin Barrel
Goblin Barrel
Goblin Gang Fire Spirit Arrows Mega Knight
Witch
Mega Knight
Electro Wizard
Mega Knight
Mega Knight
Bomber Arrows Goblin Barrel Witch Electro Wizard

Defense Synergies 1 6

Fire Spirit
Electro Wizard
Bomber
Electro Wizard
Arrows
Mega Knight
Goblin Gang
Electro Wizard
Goblin Barrel
Witch
Electro Wizard Mega Knight
Electro Wizard
Fire Spirit Bomber Goblin Gang Witch Mega Knight
Mega Knight
Arrows Witch Electro Wizard

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.

Bomber Electro Wizard
Goblin Gang Witch Electro Wizard Mega Knight
Goblin Gang Witch Mega Knight Fire Spirit Bomber Electro Wizard
Witch Goblin Gang Electro Wizard Mega Knight
Bomber Arrows Mega Knight
Arrows Goblin Gang Fire Spirit Bomber Electro Wizard Mega Knight
Electro Wizard Fire Spirit Arrows Goblin Gang Witch
Arrows Electro Wizard Mega Knight
Witch Goblin Gang
Goblin Gang Fire Spirit Bomber Electro Wizard Mega Knight
Goblin Gang Witch Electro Wizard Bomber Arrows Mega Knight
Arrows Goblin Gang Witch Electro Wizard
Mega Knight Fire Spirit Bomber Goblin Gang Witch Electro Wizard
Fire Spirit Bomber Mega Knight Arrows Goblin Gang Witch Electro Wizard
Goblin Gang Electro Wizard Mega Knight
Goblin Gang Electro Wizard Mega Knight
Mega Knight Bomber Arrows Goblin Gang Witch Electro Wizard
Fire Spirit Arrows Mega Knight Bomber Goblin Gang Witch Electro Wizard
Arrows Witch Fire Spirit Bomber Electro Wizard Mega Knight
Electro Wizard
Bomber Goblin Gang Mega Knight Fire Spirit Arrows Witch Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Witch Electro Wizard
Electro Wizard Bomber Arrows Goblin Gang Mega Knight
Goblin Gang Mega Knight Witch Electro Wizard
Goblin Gang Mega Knight Electro Wizard
Goblin Gang Witch Mega Knight
Fire Spirit Arrows Goblin Gang Witch Electro Wizard
Goblin Gang Witch Electro Wizard
Mega Knight
Electro Wizard Mega Knight Witch
Witch Goblin Gang
Mega Knight Witch
Mega Knight Arrows Electro Wizard
Mega Knight Goblin Gang Witch
Bomber Witch Mega Knight
Goblin Gang Witch Electro Wizard Bomber
Arrows Mega Knight Bomber Witch Electro Wizard
Bomber Arrows 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.)

Arrows
Arrows Electro Wizard
Arrows
Arrows
Bomber Fire Spirit Arrows Mega Knight
Arrows Fire Spirit Witch
Fire Spirit Bomber Arrows Witch
Arrows Fire Spirit
Arrows
Fire Spirit Goblin Gang Electro Wizard
Arrows Electro Wizard
Fire Spirit Arrows
Fire Spirit
Arrows
Arrows
Bomber Arrows Witch
Arrows Mega Knight
Arrows
Bomber
Fire Spirit Bomber Arrows Electro Wizard Mega Knight
Fire Spirit Bomber Arrows Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Fire Spirit Bomber Witch Mega Knight
Witch
Arrows Witch Electro Wizard
Arrows Witch Mega Knight
Arrows
Fire Spirit Arrows Witch Electro Wizard
Electro Wizard Witch
Bomber Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Fire Spirit Goblin Gang Witch
Fire Spirit Arrows Witch Electro Wizard
Arrows
Goblin Gang Electro Wizard Mega Knight
Arrows Bomber
Arrows
Mega Knight
Goblin Gang Witch Electro Wizard
Witch Electro Wizard
Witch Electro Wizard Mega Knight
Mega Knight

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