My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Hunter

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 Hunter Giant Skeleton Golem Lumberjack

Offensive cards

Win conditions

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

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Fireball

Punishments

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

Lumberjack

Pump responses

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

Fireball

Dropped at the bridge

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

Heal Spirit Giant Skeleton Golem Lumberjack

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.

Giant Skeleton Golem Lumberjack

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 Giant Skeleton
Giant Snowball
Skeletons Lumberjack
Zap
Skeletons
Barbarian Barrel
Skeletons Heal Spirit Hunter Giant Skeleton Lumberjack
The Log
Skeletons Heal Spirit Hunter Giant Skeleton Lumberjack
Earthquake
Skeletons
Arrows
Skeletons Heal Spirit
Royal Delivery
Skeletons Heal Spirit Hunter Giant Skeleton Lumberjack
Fireball
Hunter Lumberjack
Poison
Hunter
Lightning
Hunter Lumberjack
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Hunter

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.

Arrows Heal Spirit Giant Skeleton Golem

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.

Fireball

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.

Heal Spirit Fireball

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.

Skeletons Heal Spirit Arrows Fireball Hunter Lumberjack Giant Skeleton Golem

Shortest cycle

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

9 Skeletons Heal Spirit Arrows Fireball

Attack Synergies 3 10

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
Arrows
Fireball Golem Giant Skeleton Lumberjack
Heal Spirit
Hunter Giant Skeleton Lumberjack
Fireball
Arrows Golem
Hunter
Heal Spirit Giant Skeleton Golem Lumberjack
Giant Skeleton
Arrows Heal Spirit Hunter Lumberjack
Golem
Arrows Fireball Hunter Lumberjack
Lumberjack
Arrows Heal Spirit Hunter Giant Skeleton Golem

Defense Synergies 0 10

Skeletons
Hunter Giant Skeleton Lumberjack
Arrows
Fireball Giant Skeleton Lumberjack
Heal Spirit
Fireball
Arrows Lumberjack
Hunter
Skeletons Giant Skeleton Lumberjack
Giant Skeleton
Skeletons Arrows Hunter Lumberjack
Golem
Lumberjack
Skeletons Arrows Fireball Hunter Giant Skeleton

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.

Fireball
Hunter Lumberjack Skeletons
Hunter Lumberjack Skeletons Giant Skeleton
Hunter Lumberjack Skeletons
Arrows Fireball Giant Skeleton Lumberjack
Arrows Fireball Skeletons Hunter Lumberjack
Hunter Arrows Fireball
Arrows Fireball Giant Skeleton
Hunter Skeletons Lumberjack
Skeletons Hunter Giant Skeleton Lumberjack
Skeletons Arrows Fireball Hunter Giant Skeleton Lumberjack
Arrows Hunter Fireball
Hunter Lumberjack Skeletons Fireball Giant Skeleton
Fireball Arrows Hunter Lumberjack
Hunter Lumberjack
Fireball Hunter Lumberjack
Skeletons Arrows Fireball Hunter Lumberjack
Arrows Fireball Hunter Lumberjack
Arrows Hunter Fireball Giant Skeleton Lumberjack
Hunter Lumberjack
Arrows Fireball Hunter Giant Skeleton Lumberjack
Hunter Lumberjack

Counters to secondary win conditions

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

Lumberjack Skeletons Fireball Giant Skeleton
Fireball Arrows Hunter Lumberjack
Giant Skeleton Lumberjack Skeletons Hunter
Hunter Giant Skeleton Lumberjack Fireball
Giant Skeleton Skeletons Hunter Lumberjack
Arrows Fireball Skeletons Hunter
Skeletons Fireball Hunter Giant Skeleton Lumberjack
Giant Skeleton Hunter Lumberjack
Giant Skeleton Skeletons Fireball
Skeletons
Hunter Giant Skeleton Lumberjack
Arrows Fireball Giant Skeleton
Giant Skeleton Skeletons Fireball Hunter Lumberjack
Fireball
Skeletons Fireball Hunter Giant Skeleton Lumberjack
Arrows Fireball Hunter Giant Skeleton
Arrows Fireball

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.)

Fireball Arrows Giant Skeleton
Arrows Fireball
Arrows Fireball Giant Skeleton
Arrows Fireball Giant Skeleton
Fireball Arrows
Arrows Fireball Hunter
Arrows
Arrows Fireball Hunter
Arrows Fireball
Fireball Lumberjack
Arrows Fireball
Fireball Arrows
Fireball Hunter
Arrows Fireball
Arrows Fireball
Arrows Fireball Hunter
Arrows Fireball
Arrows Fireball
Arrows Fireball Hunter
Arrows Fireball
Fireball Giant Skeleton
Arrows Fireball
Arrows Fireball
Arrows Fireball Hunter
Arrows Fireball Hunter
Fireball Arrows
Fireball Arrows
Arrows Fireball Hunter
Fireball
Fireball
Arrows Fireball Hunter
Arrows Fireball
Giant Skeleton
Arrows Fireball
Fireball
Fireball Arrows Hunter
Arrows Fireball
Fireball Hunter Lumberjack
Arrows Fireball
Arrows Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball
Fireball Giant Skeleton
Fireball

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