My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Bats Witch Electro Wizard Ram Rider

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.

Spear Goblins Bats Witch Golem Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Hog Rider Golem Ram Rider

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.

Hog Rider Ram Rider

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.

Spear Goblins Heal Spirit Hog Rider Golem Ram Rider

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.

Hog Rider Golem Electro Wizard Ram Rider

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
Spear Goblins Bats Hog Rider Ram Rider
Giant Snowball
Spear Goblins Bats Hog Rider Witch Ram Rider
Zap
Spear Goblins Bats Witch Ram Rider
Barbarian Barrel
Spear Goblins Heal Spirit Witch Electro Wizard
The Log
Spear Goblins Heal Spirit Hog Rider Witch Ram Rider
Earthquake
Spear Goblins Hog Rider Witch
Arrows
Spear Goblins Bats Heal Spirit Witch
Royal Delivery
Spear Goblins Bats Heal Spirit Hog Rider Witch Electro Wizard Ram Rider
Fireball
Hog Rider Witch Electro Wizard Ram Rider
Poison
Spear Goblins Bats Witch Electro Wizard
Lightning
Witch Electro Wizard Ram Rider
Rocket
Hog Rider Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Spear Goblins Bats Heal Spirit Golem

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.

Heal Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Spear Goblins Bats Hog Rider Electro Wizard Witch Ram Rider Golem

Shortest cycle

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

9 Heal Spirit Spear Goblins Bats Hog Rider

Attack Synergies 2 14

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.

Spear Goblins
Hog Rider Heal Spirit Golem Ram Rider
Bats
Hog Rider Golem Ram Rider
Heal Spirit
Spear Goblins Hog Rider Witch Ram Rider
Hog Rider
Spear Goblins Bats Heal Spirit Witch Electro Wizard
Witch
Heal Spirit Hog Rider Golem Ram Rider
Golem
Spear Goblins Bats Witch Electro Wizard
Electro Wizard
Hog Rider Golem Ram Rider
Ram Rider
Spear Goblins Bats Heal Spirit Witch Electro Wizard

Defense Synergies 0 5

Spear Goblins
Bats Electro Wizard
Bats
Spear Goblins Electro Wizard
Heal Spirit
Hog Rider
Witch
Electro Wizard
Golem
Electro Wizard
Spear Goblins Bats Witch Ram Rider
Ram Rider
Electro Wizard

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 Electro Wizard Ram Rider
Bats Witch Electro Wizard Ram Rider
Witch Ram Rider Bats Electro Wizard
Witch Bats Electro Wizard Ram Rider
Spear Goblins Bats Electro Wizard
Bats Electro Wizard Ram Rider Spear Goblins Witch
Electro Wizard Ram Rider
Witch
Spear Goblins Electro Wizard
Bats Witch Electro Wizard Spear Goblins Ram Rider
Spear Goblins Bats Witch Electro Wizard Ram Rider
Bats Witch Electro Wizard Ram Rider
Bats Witch Electro Wizard
Electro Wizard Ram Rider
Electro Wizard Ram Rider
Bats Witch Electro Wizard
Spear Goblins Bats Witch Electro Wizard Ram Rider
Witch Spear Goblins Bats Electro Wizard Ram Rider
Electro Wizard Ram Rider
Spear Goblins Bats Witch Electro Wizard

Counters to secondary win conditions

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

Spear Goblins Witch Electro Wizard
Electro Wizard
Spear Goblins Bats Witch Electro Wizard Ram Rider
Bats Electro Wizard Ram Rider
Witch Ram Rider
Bats Witch Electro Wizard Ram Rider
Spear Goblins Bats Witch Electro Wizard Ram Rider
Electro Wizard Spear Goblins Bats Witch
Witch
Bats Witch
Electro Wizard
Witch Ram Rider
Witch
Witch Electro Wizard Spear Goblins Bats
Bats Witch Electro Wizard
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.)

Electro Wizard Ram Rider
Spear Goblins Bats Witch Ram Rider
Witch
Ram Rider
Ram Rider
Bats Electro Wizard
Electro Wizard Ram Rider
Spear Goblins Witch
Bats
Electro Wizard
Witch
Witch
Witch
Witch Electro Wizard Ram Rider
Witch Ram Rider
Bats Witch Electro Wizard
Electro Wizard Bats Witch
Electro Wizard
Electro Wizard Spear Goblins Bats Witch
Witch Electro Wizard Ram Rider
Electro Wizard
Bats Witch Electro Wizard
Bats Witch Electro Wizard
Witch Electro Wizard

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