My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard 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.

Knight Wizard Witch

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.

Knight Barbarians Hog Rider

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
Hog Rider Goblin Barrel Skeleton Army
Giant Snowball
Cannon Barbarians Hog Rider Goblin Barrel Skeleton Army Witch
Zap
Cannon Goblin Barrel Skeleton Army Witch
Barbarian Barrel
Knight Cannon Barbarians Wizard Goblin Barrel Skeleton Army Witch
The Log
Cannon Barbarians Hog Rider Goblin Barrel Skeleton Army Witch
Earthquake
Cannon Barbarians Hog Rider Goblin Barrel Skeleton Army Witch
Arrows
Goblin Barrel Skeleton Army Witch
Royal Delivery
Knight Barbarians Hog Rider Wizard Goblin Barrel Skeleton Army Witch
Fireball
Cannon Barbarians Hog Rider Wizard Goblin Barrel Skeleton Army Witch
Poison
Cannon Barbarians Wizard Skeleton Army Witch
Lightning
Knight Cannon Wizard Witch
Rocket
Barbarians Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Knight Skeleton Army

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.

Barbarians Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Cannon Goblin Barrel Skeleton Army Hog Rider Barbarians Wizard Witch

Shortest cycle

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

12 Knight Cannon Goblin Barrel Skeleton Army

Attack Synergies 2 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.

Knight
Hog Rider Goblin Barrel Wizard Witch
Cannon
Barbarians
Hog Rider
Hog Rider
Knight Barbarians Wizard Goblin Barrel Witch
Wizard
Knight Hog Rider
Goblin Barrel
Knight Hog Rider Skeleton Army
Skeleton Army
Goblin Barrel
Witch
Knight Hog Rider

Defense Synergies 1 8

Knight
Cannon Wizard Skeleton Army Witch
Cannon
Knight Wizard Skeleton Army Witch
Barbarians
Skeleton Army
Hog Rider
Wizard
Knight Cannon Skeleton Army
Goblin Barrel
Skeleton Army
Knight Cannon Barbarians Wizard
Witch
Knight Cannon

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.

Knight Cannon Wizard
Barbarians Skeleton Army Knight Cannon Witch
Cannon Barbarians Skeleton Army Witch Knight
Cannon Barbarians Skeleton Army Witch Knight
Barbarians Skeleton Army
Skeleton Army Cannon
Cannon Wizard Witch
Cannon Barbarians
Cannon Barbarians Witch Skeleton Army
Knight Skeleton Army Cannon Barbarians
Barbarians Skeleton Army Witch Knight Cannon Wizard
Wizard Witch
Cannon Barbarians Skeleton Army Knight Wizard Witch
Wizard Skeleton Army Cannon Barbarians Witch
Barbarians Skeleton Army Knight Cannon
Barbarians Skeleton Army Cannon
Barbarians Wizard Knight Cannon Skeleton Army Witch
Cannon Knight Barbarians Wizard Skeleton Army Witch
Wizard Witch Knight Cannon Barbarians
Barbarians Cannon
Wizard Skeleton Army Knight Cannon Barbarians Witch

Counters to secondary win conditions

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

Knight Barbarians Skeleton Army Witch
Knight Wizard
Barbarians Skeleton Army Knight Witch
Skeleton Army Knight Barbarians
Barbarians Knight Cannon Skeleton Army Witch
Wizard Witch
Skeleton Army Knight Barbarians Witch
Knight Barbarians Skeleton Army
Knight Barbarians Skeleton Army Witch
Witch Cannon Barbarians Skeleton Army
Knight Barbarians Witch
Skeleton Army Barbarians
Barbarians Skeleton Army Knight Cannon Wizard Witch
Wizard Cannon Barbarians Skeleton Army Witch
Barbarians Skeleton Army Witch Knight
Cannon Barbarians Wizard Witch
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.)

Knight
Knight Barbarians
Wizard
Wizard Witch
Wizard Witch
Wizard
Wizard
Knight Wizard
Wizard
Knight
Wizard Witch
Wizard
Wizard
Wizard Witch
Wizard
Barbarians
Wizard Witch
Witch
Wizard Witch
Wizard Witch
Wizard Witch
Wizard Witch
Wizard
Wizard
Barbarians Skeleton Army Witch
Wizard Witch
Knight Wizard
Wizard
Witch
Witch
Witch
Wizard

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