My Best Clash Royale Deck

Deck Check Rating

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

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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Minions Mother Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Mother 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 Rage

Punishments

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

Elite Barbarians 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.

Elite Barbarians

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.

Elite Barbarians 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
Minions Elite Barbarians Goblin Barrel Guards
Giant Snowball
Minions Cannon Goblin Barrel Guards
Zap
Minions Cannon Goblin Barrel Guards
Barbarian Barrel
Cannon Elite Barbarians Goblin Barrel Guards
The Log
Cannon Elite Barbarians Goblin Barrel Guards
Earthquake
Cannon Goblin Barrel Guards
Arrows
Minions Goblin Barrel Guards
Royal Delivery
Minions Elite Barbarians Goblin Barrel Guards Mother Witch
Fireball
Minions Cannon Elite Barbarians Goblin Barrel Mother Witch
Poison
Minions Cannon Guards Mother Witch
Lightning
Cannon Elite Barbarians Mother Witch
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

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.

Rage Guards Mother Witch

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.

Elite Barbarians 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.

Minions Goblin Barrel

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.

Zap Rage Minions Cannon Goblin Barrel Guards Mother Witch Elite Barbarians

Shortest cycle

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

10 Zap Rage Minions Cannon

Attack Synergies 3 6

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
Elite Barbarians Minions Guards Mother Witch
Minions
Rage Zap Elite Barbarians
Cannon
Elite Barbarians
Zap Rage Minions
Rage
Minions Elite Barbarians Mother Witch
Goblin Barrel
Guards
Guards
Zap Goblin Barrel
Mother Witch
Zap Rage

Defense Synergies 2 8

Zap
Cannon Minions Elite Barbarians Guards Mother Witch
Minions
Zap Cannon
Cannon
Zap Minions Guards Mother Witch
Elite Barbarians
Mother Witch Zap
Rage
Goblin Barrel
Guards
Zap Cannon Mother Witch
Mother Witch
Elite Barbarians Zap Cannon 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 Minions Cannon
Elite Barbarians Zap Minions Cannon
Cannon Minions Elite Barbarians
Cannon Elite Barbarians Minions Guards
Elite Barbarians
Zap Minions Cannon Guards Mother Witch
Minions Zap Cannon
Zap Cannon
Cannon Minions Elite Barbarians
Elite Barbarians Guards Cannon
Minions Guards Mother Witch Zap Cannon
Minions Zap
Cannon Zap Minions Elite Barbarians Guards
Zap Minions Cannon Guards
Elite Barbarians Cannon
Zap Cannon Elite Barbarians
Minions Cannon Elite Barbarians
Cannon Zap Minions Elite Barbarians Guards
Zap Minions Cannon Guards Mother Witch
Cannon Elite Barbarians
Minions Cannon Elite Barbarians Guards Mother Witch

Counters to secondary win conditions

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

Guards Zap Elite Barbarians
Zap Elite Barbarians
Guards Zap Minions Elite Barbarians
Guards Zap Elite Barbarians
Cannon Elite Barbarians Guards
Mother Witch Zap Minions
Guards Minions Elite Barbarians
Elite Barbarians
Zap Minions Elite Barbarians
Cannon Guards
Minions Elite Barbarians Guards
Zap Elite Barbarians Guards
Elite Barbarians Cannon Guards
Cannon
Elite Barbarians Guards Zap Minions
Minions Zap Cannon Elite Barbarians Mother Witch
Zap Cannon

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
Guards
Zap
Mother Witch Zap Minions
Zap
Zap
Minions Elite Barbarians Guards
Zap
Zap
Elite Barbarians
Minions
Zap Elite Barbarians
Zap
Minions
Zap
Zap Mother Witch
Minions
Zap
Zap Mother Witch
Zap
Zap
Zap
Elite Barbarians Zap Mother Witch
Zap Minions Guards
Elite Barbarians
Zap
Zap
Zap Minions Guards
Zap
Zap
Zap
Elite Barbarians
Zap Minions Elite Barbarians Guards
Zap
Zap

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