My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
RIP
Versatility
Mediocre
F2P score
RIP

3 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!
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!
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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Baby Dragon Witch Goblin Giant Night 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.

Elixir Collector Baby Dragon Witch Goblin Giant Night Witch Mother Witch Goblinstein

Offensive cards

Win conditions

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

Goblin Giant

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 Giant

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Baby Dragon Goblin Giant

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
Night Witch
Giant Snowball
Baby Dragon Witch Night Witch
Zap
Witch Goblin Giant Night Witch
Barbarian Barrel
Witch Night Witch
The Log
Witch
Earthquake
Elixir Collector Witch
Arrows
Witch Night Witch
Royal Delivery
Baby Dragon Witch Night Witch Mother Witch
Fireball
Elixir Collector Baby Dragon Witch Night Witch Mother Witch
Poison
Elixir Collector Witch Night Witch Mother Witch
Lightning
Elixir Collector Baby Dragon Witch Night Witch Mother Witch Goblinstein
Rocket
Elixir Collector Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon

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.

Elixir Collector Baby Dragon Night Witch Mother Witch

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Baby Dragon Night Witch Mother Witch Witch Goblinstein Elixir Collector Goblin Giant

Shortest cycle

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

12 Mirror Baby Dragon Night Witch Mother Witch

Attack Synergies 0 6

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.

Elixir Collector
Mirror
Night Witch
Baby Dragon
Witch Goblin Giant
Witch
Baby Dragon Goblin Giant
Goblin Giant
Baby Dragon Witch Night Witch Mother Witch
Night Witch
Mirror Goblin Giant
Mother Witch
Goblin Giant
Goblinstein

Defense Synergies 0 4

Elixir Collector
Mirror
Night Witch
Baby Dragon
Witch Mother Witch
Witch
Baby Dragon
Goblin Giant
Night Witch
Mirror Mother Witch
Mother Witch
Baby Dragon Night 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.

Baby Dragon Goblin Giant
Witch Night Witch
Witch Night Witch
Witch Night Witch
Baby Dragon Night Witch Mother Witch
Baby Dragon Witch Night Witch
Baby Dragon Goblin Giant
Witch Night Witch
Night Witch
Witch Mother Witch Baby Dragon Goblin Giant Night Witch
Baby Dragon Witch Night Witch
Night Witch Witch
Baby Dragon Witch Night Witch
Witch Night Witch
Baby Dragon Witch Night Witch
Baby Dragon Witch Mother Witch
Baby Dragon Witch Goblin Giant Night Witch Mother Witch

Counters to secondary win conditions

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

Witch
Baby Dragon
Witch Goblin Giant
Goblin Giant Night Witch
Witch Goblin Giant Night Witch
Mother Witch Baby Dragon Witch Goblin Giant
Witch Goblin Giant Night Witch
Goblin Giant
Baby Dragon Witch
Witch Goblin Giant
Witch
Goblin Giant
Witch Goblin Giant Night Witch
Baby Dragon Witch
Witch Baby Dragon Goblin Giant Night Witch
Baby Dragon 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.)

Baby Dragon
Baby Dragon
Baby Dragon Goblin Giant
Baby Dragon
Mother Witch Baby Dragon Witch Goblin Giant
Baby Dragon Witch
Baby Dragon
Night Witch
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Witch
Baby Dragon
Night Witch
Baby Dragon
Baby Dragon Witch Mother Witch
Baby Dragon Night Witch
Baby Dragon
Mother Witch Baby Dragon Witch
Witch
Baby Dragon Witch
Baby Dragon Witch
Baby Dragon
Baby Dragon Witch Night Witch Mother Witch
Witch
Night Witch
Night Witch
Witch Night Witch
Baby Dragon Witch
Baby Dragon
Baby Dragon
Baby Dragon Witch
Witch
Baby Dragon Witch Goblin Giant

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