My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Good
Versatility
Great!
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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Goblin Hut Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Battle Ram Goblin Hut Witch Royal Ghost

Offensive cards

Win conditions

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

Battle Ram Wall Breakers

Damage spells

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

Giant Snowball Earthquake

Punishments

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

Goblin Gang Battle Ram Wall Breakers Royal Ghost

Pump responses

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

Earthquake

Dropped at the bridge

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

Goblin Gang Battle Ram Wall Breakers Royal Ghost

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.

Royal Ghost

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 Battle Ram Wall Breakers
Giant Snowball
Goblin Gang Battle Ram Goblin Hut Wall Breakers Witch
Zap
Goblin Gang Battle Ram Goblin Hut Wall Breakers Witch
Barbarian Barrel
Goblin Gang Battle Ram Goblin Hut Wall Breakers Witch Royal Ghost
The Log
Goblin Gang Battle Ram Goblin Hut Wall Breakers Witch
Earthquake
Goblin Gang Goblin Hut Witch
Arrows
Goblin Gang Goblin Hut Wall Breakers Witch
Royal Delivery
Goblin Gang Battle Ram Goblin Hut Wall Breakers Witch Royal Ghost
Fireball
Goblin Gang Battle Ram Goblin Hut Wall Breakers Witch
Poison
Goblin Gang Goblin Hut Witch
Lightning
Battle Ram Goblin Hut Witch
Rocket
Goblin Hut Witch

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Earthquake Royal Ghost

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.

Battle Ram Royal Ghost

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Giant Snowball Wall Breakers Goblin Gang Earthquake Royal Ghost Battle Ram Goblin Hut Witch

Shortest cycle

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

10 Giant Snowball Wall Breakers Goblin Gang Earthquake

Attack Synergies 2 17

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.

Giant Snowball
Earthquake Battle Ram Goblin Hut Wall Breakers Witch Royal Ghost
Goblin Gang
Battle Ram Goblin Hut Royal Ghost
Earthquake
Giant Snowball Battle Ram Goblin Hut Wall Breakers
Battle Ram
Giant Snowball Goblin Gang Earthquake Goblin Hut Wall Breakers Witch Royal Ghost
Goblin Hut
Giant Snowball Goblin Gang Earthquake Battle Ram Royal Ghost
Wall Breakers
Giant Snowball Earthquake Battle Ram Royal Ghost
Witch
Giant Snowball Battle Ram Royal Ghost
Royal Ghost
Giant Snowball Goblin Gang Battle Ram Goblin Hut Wall Breakers Witch

Defense Synergies 1 8

Giant Snowball
Goblin Gang Earthquake Goblin Hut Witch Royal Ghost
Goblin Gang
Giant Snowball Goblin Hut
Earthquake
Giant Snowball Goblin Hut
Battle Ram
Goblin Hut
Giant Snowball Goblin Gang Earthquake Royal Ghost
Wall Breakers
Witch
Giant Snowball Royal Ghost
Royal Ghost
Giant Snowball Goblin Hut 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.

Earthquake Goblin Hut
Goblin Gang Goblin Hut Witch
Goblin Gang Goblin Hut Witch Giant Snowball
Goblin Hut Witch Goblin Gang
Earthquake
Goblin Gang Giant Snowball Earthquake Royal Ghost
Giant Snowball Goblin Gang Goblin Hut Witch
Earthquake
Witch Goblin Gang Goblin Hut
Goblin Gang Giant Snowball Royal Ghost
Goblin Gang Witch Giant Snowball Earthquake Goblin Hut Royal Ghost
Giant Snowball Goblin Gang Goblin Hut Witch
Goblin Hut Giant Snowball Goblin Gang Earthquake Witch
Giant Snowball Goblin Gang Earthquake Goblin Hut Witch Royal Ghost
Goblin Gang Goblin Hut
Giant Snowball Goblin Gang Goblin Hut
Goblin Gang Goblin Hut Witch
Giant Snowball Goblin Gang Goblin Hut Witch Royal Ghost
Giant Snowball Earthquake Witch Goblin Hut Royal Ghost
Goblin Hut
Goblin Gang Royal Ghost Giant Snowball Earthquake Witch

Counters to secondary win conditions

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

Goblin Gang Giant Snowball Goblin Hut Witch Royal Ghost
Giant Snowball Goblin Gang Royal Ghost
Goblin Gang Goblin Hut Witch
Goblin Gang
Goblin Gang Goblin Hut Witch
Giant Snowball Goblin Gang Goblin Hut Witch
Goblin Gang Goblin Hut Witch
Giant Snowball Goblin Hut Witch
Witch Goblin Gang Goblin Hut
Goblin Hut Witch
Giant Snowball
Goblin Gang Witch
Witch
Goblin Gang Goblin Hut Witch
Giant Snowball Earthquake Goblin Hut Witch Royal Ghost
Giant Snowball Goblin Hut

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.)

Earthquake Royal Ghost
Giant Snowball Royal Ghost
Earthquake Goblin Hut
Earthquake
Giant Snowball Earthquake
Giant Snowball Witch
Earthquake Witch
Earthquake Giant Snowball
Giant Snowball
Giant Snowball Goblin Gang
Earthquake
Giant Snowball
Earthquake Giant Snowball Goblin Hut
Earthquake
Earthquake Giant Snowball Goblin Hut
Earthquake Giant Snowball Goblin Hut Witch
Earthquake Goblin Hut
Giant Snowball Earthquake
Giant Snowball Earthquake
Giant Snowball Earthquake Witch
Earthquake
Giant Snowball
Earthquake Giant Snowball
Giant Snowball Earthquake Witch
Witch
Giant Snowball Earthquake Witch Royal Ghost
Giant Snowball Witch
Giant Snowball Witch
Giant Snowball Goblin Hut Witch
Giant Snowball
Giant Snowball Earthquake
Giant Snowball
Giant Snowball Earthquake
Earthquake Goblin Gang Goblin Hut Witch
Giant Snowball Witch
Goblin Gang
Giant Snowball Earthquake
Giant Snowball
Giant Snowball Goblin Gang Witch
Giant Snowball Witch
Giant Snowball Witch Royal Ghost

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