My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
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.

Bats Witch

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 Bats Witch Lumberjack Mega Knight Monk

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.

Missing

Punishments

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

Goblin Barrel Lumberjack Mega Knight

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.

Barbarians Lumberjack 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.

Goblin Barrel Lumberjack Monk

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 Bats Goblin Barrel
Giant Snowball
Skeletons Bats Barbarians Goblin Barrel Witch Lumberjack
Zap
Skeletons Bats Goblin Barrel Witch
Barbarian Barrel
Skeletons Barbarians Goblin Barrel Witch Lumberjack
The Log
Skeletons Barbarians Goblin Barrel Witch Lumberjack
Earthquake
Skeletons Barbarians Goblin Barrel Witch
Arrows
Skeletons Bats Goblin Barrel Witch
Royal Delivery
Skeletons Bats Barbarians Goblin Barrel Witch Lumberjack
Fireball
Barbarians Goblin Barrel Witch Lumberjack
Poison
Bats Barbarians Witch
Lightning
Witch Lumberjack Monk
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

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.

Bats Mega Knight

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

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 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 Bats Goblin Barrel Lumberjack Barbarians Witch Monk Mega Knight

Shortest cycle

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

10 Skeletons Bats Goblin Barrel Lumberjack

Attack Synergies 1 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.

Skeletons
Bats
Mega Knight Goblin Barrel Lumberjack
Barbarians
Goblin Barrel
Bats Lumberjack Mega Knight
Witch
Lumberjack Mega Knight
Lumberjack
Bats Goblin Barrel Witch Mega Knight
Mega Knight
Bats Goblin Barrel Witch Lumberjack
Monk

Defense Synergies 0 8

Skeletons
Bats Witch Lumberjack Monk
Bats
Skeletons Lumberjack Mega Knight
Barbarians
Goblin Barrel
Witch
Skeletons Lumberjack Mega Knight
Lumberjack
Skeletons Bats Witch
Mega Knight
Bats Witch
Monk
Skeletons

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.

Barbarians Lumberjack Skeletons Bats Witch Mega Knight Monk
Barbarians Witch Lumberjack Mega Knight Skeletons Bats
Barbarians Witch Lumberjack Skeletons Bats Mega Knight Monk
Barbarians Lumberjack Mega Knight Monk
Skeletons Bats Lumberjack Mega Knight
Bats Witch
Barbarians Mega Knight Monk
Barbarians Witch Skeletons Lumberjack
Skeletons Barbarians Lumberjack Mega Knight
Bats Barbarians Witch Skeletons Lumberjack Mega Knight
Bats Witch
Barbarians Lumberjack Mega Knight Skeletons Bats Witch
Mega Knight Bats Barbarians Witch Lumberjack
Barbarians Lumberjack Mega Knight
Barbarians Monk Lumberjack Mega Knight
Barbarians Mega Knight Skeletons Bats Witch Lumberjack
Mega Knight Bats Barbarians Witch Lumberjack
Witch Bats Barbarians Lumberjack Mega Knight
Barbarians Lumberjack
Mega Knight Bats Barbarians Witch Lumberjack

Counters to secondary win conditions

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

Barbarians Lumberjack Mega Knight Skeletons Witch
Lumberjack Mega Knight Monk
Barbarians Lumberjack Mega Knight Skeletons Bats Witch
Lumberjack Mega Knight Bats Barbarians Monk
Barbarians Skeletons Witch Lumberjack Mega Knight
Skeletons Bats Witch Monk
Skeletons Bats Barbarians Witch Lumberjack
Mega Knight Barbarians Lumberjack
Mega Knight Skeletons Bats Barbarians Witch Monk
Witch Skeletons Barbarians
Mega Knight Bats Barbarians Witch Lumberjack
Mega Knight Monk Barbarians
Barbarians Mega Knight Skeletons Witch Lumberjack
Barbarians Witch Mega Knight
Barbarians Witch Skeletons Bats Lumberjack Monk
Bats Mega Knight Barbarians 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.)

Monk
Monk
Barbarians
Mega Knight
Bats Witch Monk
Witch
Monk
Bats Lumberjack
Monk
Monk
Monk
Witch
Mega Knight
Monk
Bats
Mega Knight Monk
Witch Mega Knight Monk
Mega Knight Monk
Monk
Barbarians Monk
Witch Mega Knight
Witch
Witch Monk
Witch Mega Knight Monk
Bats Witch
Bats Witch
Mega Knight
Monk
Mega Knight
Monk
Bats Barbarians Witch
Witch Monk
Lumberjack Mega Knight
Monk
Mega Knight
Bats Witch
Bats Witch
Witch Mega Knight Monk
Mega Knight Monk

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