My Best Clash Royale Deck

Deck Check Rating

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

4 problems 4 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-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air 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!
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.

Mother Witch 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.

Skeletons Battle Ram Fisherman Mother Witch Ram Rider Mega Knight

Offensive cards

Win conditions

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

Battle Ram Hog Rider Royal Hogs 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.

Battle Ram Hog Rider Royal Hogs Ram Rider Mega Knight

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.

Battle Ram Hog Rider Royal Hogs Ram Rider Mega Knight

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 Royal Hogs 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
Skeletons Battle Ram Hog Rider Royal Hogs Fisherman Ram Rider
Giant Snowball
Skeletons Battle Ram Hog Rider Royal Hogs Fisherman Ram Rider
Zap
Skeletons Battle Ram Royal Hogs Fisherman Ram Rider
Barbarian Barrel
Skeletons Battle Ram Royal Hogs
The Log
Skeletons Battle Ram Hog Rider Royal Hogs Fisherman Ram Rider
Earthquake
Skeletons Hog Rider Royal Hogs
Arrows
Skeletons Royal Hogs
Royal Delivery
Skeletons Battle Ram Hog Rider Royal Hogs Fisherman Mother Witch Ram Rider
Fireball
Battle Ram Hog Rider Royal Hogs Fisherman Mother Witch Ram Rider
Poison
Royal Hogs Fisherman Mother Witch
Lightning
Battle Ram Fisherman Mother Witch Ram Rider
Rocket
Hog Rider Royal Hogs Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mega Knight

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.

Battle Ram Mother Witch Mega Knight

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 Fisherman Battle Ram Hog Rider Mother Witch Royal Hogs Ram Rider Mega Knight

Shortest cycle

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

12 Skeletons Fisherman Battle Ram Hog Rider

Attack Synergies 1 11

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
Battle Ram
Royal Hogs Mother Witch
Hog Rider
Mother Witch Mega Knight
Royal Hogs
Mother Witch Battle Ram Fisherman Mega Knight
Fisherman
Royal Hogs Ram Rider Mega Knight
Mother Witch
Royal Hogs Battle Ram Hog Rider Ram Rider Mega Knight
Ram Rider
Fisherman Mother Witch Mega Knight
Mega Knight
Hog Rider Royal Hogs Fisherman Mother Witch Ram Rider

Defense Synergies 1 5

Skeletons
Fisherman Ram Rider
Battle Ram
Hog Rider
Royal Hogs
Fisherman
Skeletons Mother Witch Ram Rider Mega Knight
Mother Witch
Fisherman Mega Knight
Ram Rider
Skeletons Fisherman
Mega Knight
Fisherman Mother Witch

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.

Ram Rider
Skeletons Fisherman Ram Rider Mega Knight
Fisherman Ram Rider Mega Knight Skeletons
Skeletons Fisherman Ram Rider Mega Knight
Mega Knight
Skeletons Mother Witch Mega Knight
Ram Rider
Ram Rider Mega Knight
Skeletons Fisherman
Skeletons Fisherman Mega Knight
Mother Witch Skeletons Fisherman Ram Rider Mega Knight
Ram Rider
Mega Knight Skeletons Ram Rider
Mega Knight
Ram Rider Mega Knight
Fisherman Ram Rider Mega Knight
Mega Knight Skeletons Fisherman
Mega Knight Fisherman Ram Rider
Fisherman Mother Witch Ram Rider Mega Knight
Fisherman Ram Rider
Mega Knight Fisherman Mother Witch

Counters to secondary win conditions

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

Mega Knight Skeletons Fisherman
Fisherman Mega Knight
Mega Knight Skeletons Fisherman Ram Rider
Mega Knight Fisherman Ram Rider
Skeletons Fisherman Ram Rider Mega Knight
Mother Witch Skeletons Ram Rider
Skeletons Ram Rider
Mega Knight Fisherman
Mega Knight Skeletons
Skeletons
Mega Knight
Mega Knight
Mega Knight Skeletons Ram Rider
Mega Knight
Skeletons Fisherman
Mega Knight Mother Witch

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.)

Fisherman Ram Rider
Mega Knight
Mother Witch Ram Rider
Ram Rider
Fisherman Ram Rider
Fisherman
Fisherman Ram Rider
Fisherman
Fisherman
Fisherman
Mega Knight
Fisherman
Fisherman Mega Knight
Mother Witch Mega Knight
Mega Knight
Fisherman
Mother Witch Mega Knight
Fisherman
Fisherman Ram Rider
Fisherman Ram Rider Mega Knight
Fisherman
Mother Witch
Mega Knight
Mega Knight
Ram Rider
Mega Knight
Mega Knight
Mega Knight
Mega Knight

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