My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro Wizard Inferno Dragon

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.

Battle Ram Witch Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

Damage spells

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

Zap Fireball

Punishments

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

Battle Ram Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Battle Ram

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.

Goblin Barrel Electro Wizard

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
Battle Ram Goblin Barrel Skeleton Army Inferno Dragon
Giant Snowball
Battle Ram Goblin Barrel Skeleton Army Witch Inferno Dragon
Zap
Battle Ram Goblin Barrel Skeleton Army Witch Inferno Dragon
Barbarian Barrel
Battle Ram Goblin Barrel Skeleton Army Witch Electro Wizard
The Log
Battle Ram Goblin Barrel Skeleton Army Witch
Earthquake
Goblin Barrel Skeleton Army Witch
Arrows
Goblin Barrel Skeleton Army Witch
Royal Delivery
Battle Ram Goblin Barrel Skeleton Army Witch Electro Wizard Inferno Dragon
Fireball
Battle Ram Goblin Barrel Skeleton Army Witch Electro Wizard Inferno Dragon
Poison
Skeleton Army Witch Electro Wizard
Lightning
Battle Ram Witch Electro Wizard Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Battle Ram Skeleton Army Inferno Dragon

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 Goblin Barrel Skeleton Army

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 Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Barrel Skeleton Army Fireball Battle Ram Electro Wizard Inferno Dragon Witch

Shortest cycle

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

12 Zap Goblin Barrel Skeleton Army Fireball

Attack Synergies 3 7

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.

Zap
Fireball Battle Ram Electro Wizard Witch
Fireball
Zap Battle Ram Electro Wizard
Battle Ram
Zap Fireball Goblin Barrel Witch Electro Wizard
Goblin Barrel
Battle Ram Skeleton Army
Skeleton Army
Goblin Barrel
Witch
Zap Battle Ram
Electro Wizard
Zap Fireball Battle Ram
Inferno Dragon

Defense Synergies 2 8

Zap
Fireball Electro Wizard Skeleton Army Witch Inferno Dragon
Fireball
Zap Electro Wizard
Battle Ram
Goblin Barrel
Skeleton Army
Zap Electro Wizard Inferno Dragon
Witch
Zap Electro Wizard
Electro Wizard
Zap Fireball Skeleton Army Witch Inferno Dragon
Inferno Dragon
Zap Skeleton Army 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.

Zap Fireball Electro Wizard
Skeleton Army Inferno Dragon Zap Witch Electro Wizard
Skeleton Army Witch Electro Wizard Inferno Dragon
Skeleton Army Witch Inferno Dragon Electro Wizard
Fireball Skeleton Army
Fireball Skeleton Army Zap Electro Wizard
Electro Wizard Inferno Dragon Zap Fireball Witch
Zap Fireball Electro Wizard
Witch Inferno Dragon Skeleton Army
Skeleton Army Electro Wizard
Skeleton Army Witch Electro Wizard Zap Fireball
Inferno Dragon Zap Fireball Witch Electro Wizard
Skeleton Army Zap Fireball Witch Electro Wizard
Fireball Skeleton Army Zap Witch Electro Wizard
Skeleton Army Inferno Dragon Electro Wizard
Skeleton Army Zap Fireball Electro Wizard Inferno Dragon
Fireball Skeleton Army Witch Electro Wizard
Fireball Zap Skeleton Army Witch Electro Wizard
Zap Witch Fireball Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Skeleton Army Fireball Witch Electro Wizard
Skeleton Army Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Zap Fireball Witch Electro Wizard
Fireball Electro Wizard Zap Inferno Dragon
Skeleton Army Zap Witch Electro Wizard
Skeleton Army Zap Fireball Electro Wizard
Skeleton Army Witch Inferno Dragon
Fireball Zap Witch Electro Wizard
Skeleton Army Fireball Witch Electro Wizard
Skeleton Army Inferno Dragon
Zap Electro Wizard Fireball Skeleton Army Witch Inferno Dragon
Witch Skeleton Army Inferno Dragon
Inferno Dragon Witch
Skeleton Army Zap Fireball Electro Wizard
Skeleton Army Fireball Witch
Fireball Skeleton Army Witch
Skeleton Army Witch Electro Wizard Zap Fireball Inferno Dragon
Zap Fireball Witch Electro Wizard Inferno Dragon
Zap 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
Fireball Zap Electro Wizard
Fireball
Fireball
Fireball Zap
Fireball Zap Witch
Witch
Fireball Zap
Fireball Zap
Fireball Electro Wizard
Zap Fireball Electro Wizard
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Zap Fireball Electro Wizard
Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Witch Inferno Dragon
Fireball Zap Witch Electro Wizard
Fireball Zap Witch
Fireball Zap
Zap Fireball Witch Electro Wizard
Zap Electro Wizard Fireball Witch
Fireball
Zap Fireball
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Fireball Skeleton Army Witch
Fireball Zap Witch Electro Wizard
Fireball
Fireball Electro Wizard
Zap Fireball
Zap Fireball
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard
Inferno Dragon
Fireball

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: