My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 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.

Skeletons Bats Goblin Hut Witch

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Electro Spirit

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.

Electro Spirit Goblin Barrel

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
Skeletons Bats Goblin Barrel Guards
Giant Snowball
Skeletons Bats Goblin Hut Goblin Barrel Guards Witch
Zap
Skeletons Bats Goblin Hut Goblin Barrel Guards Witch
Barbarian Barrel
Skeletons Electro Spirit Goblin Hut Goblin Barrel Guards Witch
The Log
Skeletons Electro Spirit Goblin Hut Goblin Barrel Guards Witch
Earthquake
Skeletons Goblin Hut Goblin Barrel Guards Witch
Arrows
Skeletons Electro Spirit Bats Goblin Hut Goblin Barrel Guards Witch
Royal Delivery
Skeletons Electro Spirit Bats Goblin Hut Goblin Barrel Guards Witch
Fireball
Goblin Hut Goblin Barrel Witch
Poison
Bats Goblin Hut Guards Witch
Lightning
Goblin Hut Witch
Rocket
Goblin Hut Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap

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.

Electro Spirit Bats Guards

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

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 Barrel 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.

Skeletons Electro Spirit Bats Zap Goblin Barrel Guards Goblin Hut Witch

Shortest cycle

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

6 Skeletons Electro Spirit Bats Zap

Attack Synergies 0 8

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.

Skeletons
Electro Spirit
Zap
Bats
Zap Goblin Barrel
Zap
Electro Spirit Bats Goblin Hut Guards Witch
Goblin Hut
Zap Goblin Barrel
Goblin Barrel
Bats Goblin Hut Guards
Guards
Zap Goblin Barrel
Witch
Zap

Defense Synergies 0 11

Skeletons
Electro Spirit Bats Zap Goblin Hut Witch
Electro Spirit
Skeletons Zap
Bats
Skeletons Zap
Zap
Skeletons Electro Spirit Bats Goblin Hut Guards Witch
Goblin Hut
Skeletons Zap
Goblin Barrel
Guards
Zap Witch
Witch
Skeletons Zap Guards

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.

Zap Goblin Hut
Skeletons Bats Zap Goblin Hut Witch
Goblin Hut Witch Skeletons Bats
Goblin Hut Witch Skeletons Bats Guards
Skeletons Electro Spirit Bats Zap Guards
Bats Electro Spirit Zap Goblin Hut Witch
Electro Spirit Zap
Witch Skeletons Goblin Hut
Guards Skeletons
Bats Guards Witch Skeletons Electro Spirit Zap Goblin Hut
Bats Zap Goblin Hut Witch
Goblin Hut Skeletons Bats Zap Guards Witch
Electro Spirit Bats Zap Goblin Hut Guards Witch
Goblin Hut
Zap Goblin Hut
Skeletons Bats Goblin Hut Witch
Electro Spirit Bats Zap Goblin Hut Guards Witch
Zap Witch Electro Spirit Bats Goblin Hut Guards
Goblin Hut
Electro Spirit Bats Guards Witch

Counters to secondary win conditions

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

Guards Skeletons Zap Goblin Hut Witch
Zap
Guards Skeletons Bats Zap Goblin Hut Witch
Guards Bats Zap
Skeletons Goblin Hut Guards Witch
Skeletons Electro Spirit Bats Zap Goblin Hut Witch
Guards Skeletons Bats Goblin Hut Witch
Zap Skeletons Electro Spirit Bats Goblin Hut Witch
Witch Skeletons Goblin Hut Guards
Bats Goblin Hut Guards Witch
Zap Guards
Skeletons Guards Witch
Witch
Goblin Hut Guards Witch Skeletons Electro Spirit Bats Zap
Bats Electro Spirit Zap Goblin Hut Witch
Electro Spirit Zap 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.)

Guards
Zap
Goblin Hut
Guards
Zap
Electro Spirit Bats Zap Witch
Witch
Zap
Zap
Bats Guards
Zap
Zap
Goblin Hut
Zap Goblin Hut
Zap Goblin Hut Witch
Goblin Hut
Bats
Zap
Zap Witch
Zap
Zap Electro Spirit Witch
Witch
Zap Witch
Zap Witch
Zap
Bats Zap Witch
Zap Electro Spirit Bats Goblin Hut Guards Witch
Zap
Zap Electro Spirit
Zap Electro Spirit Bats Goblin Hut Guards Witch
Zap Witch
Zap
Zap
Zap Electro Spirit Bats Guards Witch
Bats Zap Witch
Zap Witch

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