My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Bad

2 problems 2 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 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!
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 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.

Bats Goblin Gang Firecracker 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.

Ice Spirit Bats Firecracker Witch Mega Knight Goblinstein

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.

Rage

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.

Ice 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.

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
Bats Goblin Gang
Giant Snowball
Bats Goblin Gang Witch
Zap
Bats Goblin Gang Firecracker Witch
Barbarian Barrel
Ice Spirit Goblin Gang Firecracker Witch
The Log
Ice Spirit Goblin Gang Firecracker Witch
Earthquake
Goblin Gang Firecracker Witch
Arrows
Ice Spirit Bats Goblin Gang Firecracker Witch
Royal Delivery
Ice Spirit Bats Goblin Gang Firecracker Witch
Fireball
Goblin Gang Firecracker Witch
Poison
Bats Goblin Gang Firecracker Witch
Lightning
Witch Goblinstein
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker 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.

Ice Spirit Bats Rage 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.

Ice Spirit 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Rage Goblin Gang Firecracker Witch Goblinstein Mega Knight

Shortest cycle

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

8 Ice Spirit Bats Rage Goblin Gang

Attack Synergies 2 9

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.

Ice Spirit
Bats Firecracker Witch Mega Knight
Bats
Mega Knight Ice Spirit Firecracker Rage
Goblin Gang
Firecracker
Firecracker
Ice Spirit Bats Goblin Gang Mega Knight
Rage
Witch Bats
Witch
Rage Ice Spirit Mega Knight
Mega Knight
Bats Ice Spirit Firecracker Witch
Goblinstein

Defense Synergies 1 9

Ice Spirit
Goblin Gang Bats Firecracker Witch Mega Knight
Bats
Ice Spirit Firecracker Mega Knight
Goblin Gang
Ice Spirit Firecracker
Firecracker
Ice Spirit Bats Goblin Gang Mega Knight
Rage
Witch
Ice Spirit Mega Knight
Mega Knight
Ice Spirit Bats Firecracker 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.

Firecracker
Ice Spirit Bats Goblin Gang Firecracker Witch Mega Knight
Goblin Gang Witch Mega Knight Bats
Witch Bats Goblin Gang Firecracker Mega Knight
Firecracker Mega Knight
Goblin Gang Bats Firecracker Mega Knight
Bats Ice Spirit Goblin Gang Firecracker Witch
Mega Knight
Witch Goblin Gang
Goblin Gang Ice Spirit Firecracker Mega Knight
Bats Goblin Gang Witch Firecracker Mega Knight
Bats Goblin Gang Firecracker Witch
Mega Knight Ice Spirit Bats Goblin Gang Witch
Mega Knight Ice Spirit Bats Goblin Gang Firecracker Witch
Goblin Gang Mega Knight
Ice Spirit Goblin Gang Mega Knight
Mega Knight Bats Goblin Gang Firecracker Witch
Ice Spirit Mega Knight Bats Goblin Gang Firecracker Witch
Witch Ice Spirit Bats Firecracker Mega Knight
Goblin Gang Mega Knight Bats Firecracker 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 Mega Knight
Goblin Gang Mega Knight Ice Spirit Bats Witch
Goblin Gang Mega Knight Bats
Goblin Gang Witch Mega Knight
Firecracker Ice Spirit Bats Goblin Gang Witch
Goblin Gang Bats Witch
Mega Knight
Mega Knight Ice Spirit Bats Firecracker Witch
Witch Goblin Gang
Mega Knight Bats Witch
Mega Knight
Mega Knight Goblin Gang Witch
Firecracker Witch Mega Knight
Goblin Gang Witch Ice Spirit Bats Firecracker
Bats Mega Knight Firecracker 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
Firecracker
Firecracker
Firecracker Mega Knight
Firecracker Ice Spirit Bats Witch
Firecracker Witch
Ice Spirit Firecracker
Firecracker
Bats Goblin Gang
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Witch
Firecracker Mega Knight
Bats
Firecracker Mega Knight
Firecracker Witch Mega Knight
Mega Knight
Firecracker Ice Spirit Witch Mega Knight
Witch
Firecracker Witch
Witch Mega Knight
Firecracker
Bats Firecracker Witch
Ice Spirit Bats Firecracker Witch
Mega Knight
Ice Spirit Firecracker
Mega Knight
Firecracker
Ice Spirit Bats Goblin Gang Witch
Firecracker Witch
Goblin Gang Firecracker Mega Knight
Firecracker
Firecracker Mega Knight
Ice Spirit Bats Goblin Gang Firecracker Witch
Firecracker Bats Witch
Firecracker Witch Mega Knight
Firecracker Mega Knight

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