My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!
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 Firecracker Minion Horde Wizard 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.

Firecracker Goblin Demolisher Wizard Witch Mother Witch Mega Knight

Offensive cards

Win conditions

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

Missing

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.

Goblin Gang Mega Knight

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.

Goblin Gang Minion Horde 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.

Firecracker

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 Minion Horde Goblin Demolisher
Giant Snowball
Goblin Gang Minion Horde Witch
Zap
Goblin Gang Firecracker Minion Horde Witch
Barbarian Barrel
Goblin Gang Firecracker Wizard Witch
The Log
Goblin Gang Firecracker Goblin Demolisher Witch
Earthquake
Goblin Gang Firecracker Witch
Arrows
Goblin Gang Firecracker Minion Horde Witch
Royal Delivery
Goblin Gang Firecracker Minion Horde Goblin Demolisher Wizard Witch Mother Witch
Fireball
Goblin Gang Firecracker Minion Horde Wizard Witch Mother Witch
Poison
Goblin Gang Firecracker Minion Horde Wizard Witch Mother Witch
Lightning
Wizard Witch Mother Witch
Rocket
Minion Horde Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Goblin Demolisher Wizard Mega Knight

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.

Goblin Demolisher Mother Witch Mega Knight

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 Minion Horde 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.

Goblin Gang Firecracker Goblin Demolisher Mother Witch Minion Horde Wizard Witch Mega Knight

Shortest cycle

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

14 Goblin Gang Firecracker Goblin Demolisher Mother Witch

Attack Synergies 1 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.

Goblin Gang
Firecracker
Firecracker
Goblin Gang Mega Knight
Minion Horde
Mega Knight
Goblin Demolisher
Wizard
Mega Knight
Witch
Mega Knight
Mother Witch
Mega Knight
Mega Knight
Minion Horde Firecracker Wizard Witch Mother Witch

Defense Synergies 0 5

Goblin Gang
Firecracker
Firecracker
Goblin Gang Mega Knight
Minion Horde
Goblin Demolisher
Wizard
Mega Knight
Witch
Mega Knight
Mother Witch
Mega Knight
Mega Knight
Firecracker Wizard Witch Mother 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.

Firecracker Minion Horde Goblin Demolisher Wizard
Minion Horde Goblin Gang Firecracker Witch Mega Knight
Goblin Gang Minion Horde Witch Mega Knight
Minion Horde Witch Goblin Gang Firecracker Mega Knight
Firecracker Goblin Demolisher Mega Knight
Goblin Gang Firecracker Goblin Demolisher Mother Witch Mega Knight
Minion Horde Goblin Gang Firecracker Wizard Witch
Mega Knight
Minion Horde Witch Goblin Gang
Goblin Gang Firecracker Minion Horde Mega Knight
Goblin Gang Minion Horde Witch Mother Witch Firecracker Goblin Demolisher Wizard Mega Knight
Minion Horde Goblin Gang Firecracker Wizard Witch
Minion Horde Mega Knight Goblin Gang Wizard Witch
Wizard Mega Knight Goblin Gang Firecracker Minion Horde Goblin Demolisher Witch
Goblin Gang Minion Horde Mega Knight
Minion Horde Goblin Gang Mega Knight
Minion Horde Wizard Mega Knight Goblin Gang Firecracker Witch
Mega Knight Goblin Gang Firecracker Minion Horde Goblin Demolisher Wizard Witch
Wizard Witch Firecracker Goblin Demolisher Mother Witch Mega Knight
Goblin Gang Goblin Demolisher Wizard Mega Knight Firecracker Minion Horde Witch Mother Witch

Counters to secondary win conditions

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

Goblin Gang Mega Knight Witch
Goblin Gang Firecracker Wizard Mega Knight
Goblin Gang Mega Knight Minion Horde Witch
Goblin Gang Mega Knight Minion Horde
Goblin Gang Minion Horde Witch Mega Knight
Firecracker Wizard Mother Witch Goblin Gang Minion Horde Goblin Demolisher Witch
Goblin Gang Minion Horde Witch
Mega Knight Minion Horde
Minion Horde Mega Knight Firecracker Witch
Witch Goblin Gang Minion Horde
Mega Knight Minion Horde Witch
Mega Knight
Mega Knight Goblin Gang Minion Horde Wizard Witch
Wizard Firecracker Minion Horde Goblin Demolisher Witch Mega Knight
Goblin Gang Witch Firecracker Minion Horde
Mega Knight Firecracker Minion Horde Wizard Witch 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.)

Firecracker Minion Horde
Firecracker
Minion Horde
Firecracker
Wizard Firecracker Minion Horde Goblin Demolisher Mega Knight
Firecracker Wizard Mother Witch Minion Horde Witch
Firecracker Minion Horde Goblin Demolisher Wizard Witch
Firecracker Goblin Demolisher Wizard
Firecracker Wizard
Goblin Gang Minion Horde
Firecracker Minion Horde Wizard
Firecracker Wizard
Firecracker
Firecracker Minion Horde
Firecracker
Firecracker Minion Horde Goblin Demolisher Wizard Witch
Firecracker Minion Horde Goblin Demolisher Wizard Mega Knight
Minion Horde
Firecracker Goblin Demolisher Wizard Mega Knight
Firecracker Goblin Demolisher Wizard Witch Mother Witch Mega Knight
Minion Horde Mega Knight
Wizard
Minion Horde
Firecracker Goblin Demolisher Mother Witch Wizard Witch Mega Knight
Minion Horde Witch
Firecracker Wizard Witch
Wizard Witch Mega Knight
Firecracker
Firecracker Minion Horde Wizard Witch Mother Witch
Firecracker Minion Horde Wizard Witch
Minion Horde
Minion Horde Wizard Mega Knight
Firecracker Minion Horde
Minion Horde Mega Knight
Firecracker Wizard
Minion Horde Goblin Gang Witch
Firecracker Wizard Witch
Goblin Gang Firecracker Minion Horde Wizard Mega Knight
Firecracker Wizard
Firecracker Minion Horde Mega Knight
Goblin Gang Firecracker Minion Horde Witch
Firecracker Witch
Firecracker Witch Mega Knight
Firecracker Wizard Mega Knight

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