My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

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 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.

Spear Goblins Witch Electro Wizard

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.

Skeletons Spear Goblins Witch Electro Wizard

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Fireball Rage

Punishments

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

Graveyard

Pump responses

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

Fireball Graveyard

Dropped at the bridge

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

Spear Goblins

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 Wizard Graveyard

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 Spear Goblins Guards Graveyard
Giant Snowball
Skeletons Spear Goblins Guards Witch Graveyard
Zap
Skeletons Spear Goblins Guards Witch Graveyard
Barbarian Barrel
Skeletons Spear Goblins Guards Witch Electro Wizard Graveyard
The Log
Skeletons Spear Goblins Guards Witch Graveyard
Earthquake
Skeletons Spear Goblins Guards Witch Graveyard
Arrows
Skeletons Spear Goblins Guards Witch Graveyard
Royal Delivery
Skeletons Spear Goblins Guards Witch Electro Wizard Graveyard
Fireball
Witch Electro Wizard
Poison
Spear Goblins Guards Witch Electro Wizard Graveyard
Lightning
Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

Spear Goblins Rage 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.

Fireball Graveyard

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.

Fireball Witch Electro Wizard

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.

Skeletons Spear Goblins Rage Guards Fireball Electro Wizard Witch Graveyard

Shortest cycle

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

8 Skeletons Spear Goblins Rage Guards

Attack Synergies 3 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.

Skeletons
Spear Goblins
Graveyard
Fireball
Graveyard Electro Wizard
Rage
Witch Electro Wizard
Guards
Graveyard
Witch
Rage Graveyard
Electro Wizard
Graveyard Fireball Rage
Graveyard
Fireball Electro Wizard Spear Goblins Guards Witch

Defense Synergies 0 9

Skeletons
Spear Goblins Witch Electro Wizard
Spear Goblins
Skeletons Guards Electro Wizard
Fireball
Electro Wizard
Rage
Guards
Spear Goblins Witch Electro Wizard
Witch
Skeletons Guards Electro Wizard
Electro Wizard
Skeletons Spear Goblins Fireball Guards Witch
Graveyard

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.

Spear Goblins Fireball Electro Wizard
Skeletons Witch Electro Wizard
Witch Skeletons Electro Wizard
Witch Skeletons Guards Electro Wizard
Fireball
Fireball Skeletons Spear Goblins Guards Electro Wizard
Electro Wizard Spear Goblins Fireball Witch
Fireball Electro Wizard
Witch Skeletons
Guards Skeletons Spear Goblins Electro Wizard
Guards Witch Electro Wizard Skeletons Spear Goblins Fireball
Spear Goblins Fireball Witch Electro Wizard
Skeletons Fireball Guards Witch Electro Wizard
Fireball Guards Witch Electro Wizard
Electro Wizard
Fireball Electro Wizard
Skeletons Fireball Witch Electro Wizard
Fireball Spear Goblins Guards Witch Electro Wizard
Witch Spear Goblins Fireball Guards Electro Wizard
Electro Wizard
Spear Goblins Fireball Guards Witch Electro Wizard

Counters to secondary win conditions

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

Guards Skeletons Spear Goblins Fireball Witch Electro Wizard
Fireball Electro Wizard
Guards Skeletons Spear Goblins Witch Electro Wizard
Guards Fireball Electro Wizard
Skeletons Guards Witch
Fireball Skeletons Witch Electro Wizard
Guards Skeletons Spear Goblins Fireball Witch Electro Wizard
Electro Wizard Skeletons Spear Goblins Fireball Witch
Witch Skeletons Guards
Guards Witch
Fireball Guards Electro Wizard
Skeletons Fireball Guards Witch
Fireball Witch
Guards Witch Electro Wizard Skeletons Spear Goblins Fireball
Fireball Witch Electro Wizard
Fireball Electro Wizard

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.)

Fireball Guards
Fireball Electro Wizard
Fireball
Fireball Guards
Fireball
Fireball Spear Goblins Witch
Witch
Fireball
Fireball
Fireball Guards Electro Wizard
Fireball Electro Wizard
Fireball
Fireball
Fireball
Fireball
Spear Goblins Fireball Witch
Fireball
Fireball
Fireball Electro Wizard
Fireball Witch
Fireball
Fireball
Fireball
Fireball Witch
Witch
Fireball Witch Electro Wizard
Fireball Witch
Fireball
Fireball Witch Electro Wizard
Electro Wizard Fireball Guards Witch
Fireball
Fireball
Fireball Electro Wizard
Fireball
Electro Wizard Spear Goblins Fireball Guards Witch
Fireball Witch Electro Wizard
Fireball
Fireball Electro Wizard
Fireball
Fireball
Fireball Guards Witch Electro Wizard
Fireball Witch Electro Wizard
Fireball Witch Electro Wizard
Fireball

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