My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Godly!
Versatility
Godly!
F2P score
Bad

1 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Wizard Witch 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.

Giant Wizard Witch Inferno Dragon Monk

Offensive cards

Win conditions

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

Giant Miner

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 Gang Giant Miner

Pump responses

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

Miner

Dropped at the bridge

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

Goblin Gang Giant

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.

Miner Monk

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
Goblin Gang Giant Miner Inferno Dragon
Giant Snowball
Goblin Gang Witch Miner Inferno Dragon
Zap
Goblin Gang Witch Inferno Dragon
Barbarian Barrel
Goblin Gang Wizard Witch
The Log
Goblin Gang Witch
Earthquake
Goblin Gang Witch
Arrows
Goblin Gang Witch
Royal Delivery
Goblin Gang Wizard Witch Miner Inferno Dragon
Fireball
Goblin Gang Wizard Witch Inferno Dragon
Poison
Goblin Gang Wizard Witch
Lightning
Wizard Witch Inferno Dragon Monk
Rocket
Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Miner Inferno Dragon

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 Gang Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Gang Miner Inferno Dragon Giant Wizard Witch Monk

Shortest cycle

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

12 Zap Goblin Gang Miner Inferno Dragon

Attack Synergies 4 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.

Zap
Giant Miner Witch
Goblin Gang
Miner Giant Monk
Giant
Zap Miner Goblin Gang Wizard Witch
Wizard
Giant Miner
Witch
Zap Giant Miner
Miner
Zap Goblin Gang Giant Wizard Witch Inferno Dragon
Inferno Dragon
Miner
Monk
Goblin Gang

Defense Synergies 0 6

Zap
Goblin Gang Witch Miner Inferno Dragon
Goblin Gang
Zap Miner Inferno Dragon
Giant
Wizard
Witch
Zap
Miner
Zap Goblin Gang
Inferno Dragon
Zap Goblin Gang
Monk

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 Wizard
Inferno Dragon Zap Goblin Gang Witch Monk
Goblin Gang Witch Inferno Dragon
Witch Inferno Dragon Goblin Gang Monk
Monk
Goblin Gang Zap
Inferno Dragon Zap Goblin Gang Wizard Witch
Zap Monk
Witch Inferno Dragon Goblin Gang
Goblin Gang Miner
Goblin Gang Witch Zap Wizard
Inferno Dragon Zap Goblin Gang Wizard Witch
Zap Goblin Gang Wizard Witch
Wizard Zap Goblin Gang Witch
Inferno Dragon Goblin Gang
Monk Zap Goblin Gang Inferno Dragon
Wizard Goblin Gang Witch
Zap Goblin Gang Wizard Witch
Zap Wizard Witch Inferno Dragon
Inferno Dragon
Goblin Gang Wizard Witch

Counters to secondary win conditions

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

Goblin Gang Zap Witch
Zap Goblin Gang Wizard Miner Inferno Dragon Monk
Goblin Gang Zap Witch
Goblin Gang Zap Monk
Goblin Gang Witch Inferno Dragon
Wizard Zap Goblin Gang Witch Monk
Goblin Gang Witch
Inferno Dragon
Zap Witch Inferno Dragon Monk
Witch Goblin Gang Inferno Dragon
Inferno Dragon Witch
Monk Zap
Goblin Gang Wizard Witch
Wizard Witch
Goblin Gang Witch Zap Inferno Dragon Monk
Zap Wizard Witch Inferno Dragon

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.)

Monk
Monk Zap Miner
Miner
Wizard Zap
Wizard Zap Witch Monk
Wizard Witch
Zap Wizard
Miner Monk Zap Wizard
Goblin Gang
Miner Monk Zap Wizard
Monk Zap Wizard
Miner
Monk
Zap
Zap Wizard Witch
Wizard
Monk
Zap Wizard Monk
Zap Wizard Witch Miner Monk
Monk
Wizard
Monk
Zap Monk
Zap Wizard Witch
Witch Inferno Dragon
Miner Zap Wizard Witch Monk
Zap Wizard Witch Miner Monk
Miner Zap
Zap Wizard Witch
Zap Wizard Witch
Zap Wizard Miner
Zap Monk
Wizard Monk
Zap Goblin Gang Witch
Zap Wizard Witch Monk
Miner Goblin Gang Wizard
Zap Wizard
Monk Zap
Zap Goblin Gang Witch
Zap Witch
Zap Witch Miner Monk

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