My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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.

Archers Wizard Witch Ram Rider

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 Archers Battle Ram Wizard Witch Ram Rider

Offensive cards

Win conditions

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

Battle Ram Wall Breakers Ram Rider

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.

Battle Ram Wall Breakers Ram Rider

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.

Goblins Battle Ram Wall Breakers Ram 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.

Ram Rider

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 Archers Battle Ram Wall Breakers Ram Rider
Giant Snowball
Goblins Bomber Archers Battle Ram Wall Breakers Witch Ram Rider
Zap
Goblins Bomber Archers Battle Ram Wall Breakers Witch Ram Rider
Barbarian Barrel
Goblins Bomber Archers Battle Ram Wizard Wall Breakers Witch
The Log
Goblins Bomber Archers Battle Ram Wall Breakers Witch Ram Rider
Earthquake
Bomber Archers Witch
Arrows
Goblins Bomber Archers Wall Breakers Witch
Royal Delivery
Goblins Bomber Archers Battle Ram Wizard Wall Breakers Witch Ram Rider
Fireball
Bomber Archers Battle Ram Wizard Wall Breakers Witch Ram Rider
Poison
Bomber Archers Wizard Witch
Lightning
Battle Ram Wizard Witch Ram Rider
Rocket
Wizard Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard

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

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 Wizard 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.

Goblins Bomber Wall Breakers Archers Battle Ram Wizard Witch Ram Rider

Shortest cycle

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

9 Goblins Bomber Wall Breakers Archers

Attack Synergies 0 11

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.

Goblins
Archers Battle Ram
Bomber
Battle Ram Ram Rider
Archers
Goblins Battle Ram Wall Breakers Ram Rider
Battle Ram
Goblins Bomber Archers Wall Breakers Witch
Wizard
Ram Rider
Wall Breakers
Archers Battle Ram
Witch
Battle Ram Ram Rider
Ram Rider
Bomber Archers Wizard Witch

Defense Synergies 0 4

Goblins
Bomber Archers Wizard
Bomber
Goblins
Archers
Goblins Witch
Battle Ram
Wizard
Goblins
Wall Breakers
Witch
Archers
Ram Rider

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 Wizard Ram Rider
Goblins Witch Ram Rider
Witch Ram Rider Goblins Bomber Archers
Witch Goblins Ram Rider
Bomber
Goblins Bomber Archers
Ram Rider Archers Wizard Witch
Ram Rider
Witch Goblins
Goblins Bomber Archers
Goblins Archers Witch Bomber Wizard Ram Rider
Archers Wizard Witch Ram Rider
Bomber Wizard Witch Ram Rider
Bomber Wizard Goblins Witch
Ram Rider
Ram Rider
Wizard Goblins Bomber Witch
Goblins Bomber Archers Wizard Witch Ram Rider
Wizard Witch Bomber Archers Ram Rider
Ram Rider
Bomber Wizard Goblins Archers Witch

Counters to secondary win conditions

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

Goblins Archers Witch
Bomber Archers Wizard
Goblins Witch Ram Rider
Ram Rider
Witch Ram Rider
Wizard Archers Witch Ram Rider
Goblins Archers Witch Ram Rider
Goblins Witch
Witch
Witch
Wizard Witch Ram Rider
Wizard Bomber Archers Witch
Witch Goblins Bomber Archers
Bomber Archers Wizard Witch
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.)

Ram Rider
Bomber Wizard
Wizard Witch Ram Rider
Bomber Archers Wizard Witch
Wizard Ram Rider
Wizard Ram Rider
Goblins
Wizard Ram Rider
Archers Wizard
Bomber Wizard Witch
Wizard
Bomber
Bomber Archers Wizard
Bomber Wizard Witch
Wizard
Bomber Wizard Witch
Witch
Wizard Witch Ram Rider
Wizard Witch Ram Rider
Archers Wizard Witch
Wizard Witch
Bomber Wizard
Wizard
Archers Witch
Archers Wizard Witch Ram Rider
Wizard
Bomber Wizard
Witch
Witch
Witch
Wizard

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