My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Baby Dragon 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.

Skeletons Baby Dragon Witch Inferno Dragon

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

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 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.

Hog Rider Baby Dragon

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 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
Skeletons Hog Rider Goblin Barrel Guards Skeleton Army Inferno Dragon
Giant Snowball
Skeletons Hog Rider Goblin Barrel Guards Skeleton Army Baby Dragon Witch Inferno Dragon
Zap
Skeletons Goblin Barrel Guards Skeleton Army Witch Inferno Dragon
Barbarian Barrel
Skeletons Goblin Barrel Guards Skeleton Army Witch
The Log
Skeletons Hog Rider Goblin Barrel Guards Skeleton Army Witch
Earthquake
Skeletons Hog Rider Goblin Barrel Guards Skeleton Army Witch
Arrows
Skeletons Goblin Barrel Guards Skeleton Army Witch
Royal Delivery
Skeletons Hog Rider Goblin Barrel Guards Skeleton Army Baby Dragon Witch Inferno Dragon
Fireball
Hog Rider Goblin Barrel Skeleton Army Baby Dragon Witch Inferno Dragon
Poison
Guards Skeleton Army Witch
Lightning
Baby Dragon Witch Inferno Dragon
Rocket
Hog Rider Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon

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.

Guards Skeleton Army Baby Dragon 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.

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.

Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Goblin Barrel Guards Skeleton Army Hog Rider Baby Dragon Inferno Dragon Witch

Shortest cycle

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

10 Skeletons Goblin Barrel Guards Skeleton Army

Attack Synergies 0 9

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
Hog Rider
Goblin Barrel Guards Baby Dragon Witch
Goblin Barrel
Hog Rider Guards Skeleton Army Baby Dragon
Guards
Hog Rider Goblin Barrel
Skeleton Army
Goblin Barrel
Baby Dragon
Hog Rider Goblin Barrel Witch Inferno Dragon
Witch
Hog Rider Baby Dragon
Inferno Dragon
Baby Dragon

Defense Synergies 0 9

Skeletons
Baby Dragon Witch Inferno Dragon
Hog Rider
Goblin Barrel
Guards
Skeleton Army Baby Dragon Witch
Skeleton Army
Guards Inferno Dragon
Baby Dragon
Skeletons Guards Witch Inferno Dragon
Witch
Skeletons Guards Baby Dragon
Inferno Dragon
Skeletons Skeleton Army Baby Dragon

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.

Baby Dragon
Skeleton Army Inferno Dragon Skeletons Witch
Skeleton Army Witch Skeletons Inferno Dragon
Skeleton Army Witch Inferno Dragon Skeletons Guards
Skeleton Army
Skeleton Army Skeletons Guards Baby Dragon
Inferno Dragon Baby Dragon Witch
Baby Dragon
Witch Inferno Dragon Skeletons Skeleton Army
Guards Skeleton Army Skeletons
Guards Skeleton Army Witch Skeletons Baby Dragon
Inferno Dragon Baby Dragon Witch
Skeleton Army Skeletons Guards Witch
Skeleton Army Guards Baby Dragon Witch
Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Skeletons Skeleton Army Witch
Guards Skeleton Army Baby Dragon Witch
Baby Dragon Witch Guards Inferno Dragon
Inferno Dragon
Skeleton Army Guards Baby Dragon Witch

Counters to secondary win conditions

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

Guards Skeleton Army Skeletons Witch
Baby Dragon Inferno Dragon
Guards Skeleton Army Skeletons Witch
Guards Skeleton Army
Skeletons Guards Skeleton Army Witch Inferno Dragon
Skeletons Baby Dragon Witch
Guards Skeleton Army Skeletons Witch
Skeleton Army Inferno Dragon
Skeletons Skeleton Army Baby Dragon Witch Inferno Dragon
Witch Skeletons Guards Skeleton Army Inferno Dragon
Inferno Dragon Guards Witch
Skeleton Army Guards
Skeleton Army Skeletons Guards Witch
Skeleton Army Baby Dragon Witch
Guards Skeleton Army Witch Skeletons Baby Dragon Inferno Dragon
Baby Dragon 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.)

Guards Baby Dragon
Baby Dragon
Baby Dragon
Guards
Baby Dragon
Baby Dragon Witch
Baby Dragon Witch
Baby Dragon
Guards
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Witch
Baby Dragon
Baby Dragon
Baby Dragon Witch
Baby Dragon
Baby Dragon
Baby Dragon Witch
Witch Inferno Dragon
Baby Dragon Witch
Baby Dragon Witch
Baby Dragon
Baby Dragon Witch
Guards Witch
Guards Skeleton Army Witch
Baby Dragon Witch
Baby Dragon
Baby Dragon
Guards Baby Dragon Witch
Witch
Baby Dragon Witch
Inferno Dragon

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