My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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.

Tesla Phoenix Mother Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla Fisherman Phoenix Mother Witch

Offensive cards

Win conditions

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

Missing

Damage spells

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

Earthquake The Log

Pump responses

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

Earthquake

Dropped at the bridge

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

Phoenix

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
Skeleton Army Fisherman Phoenix
Giant Snowball
Cannon Skeleton Army Fisherman
Zap
Cannon Skeleton Army Fisherman
Barbarian Barrel
Cannon Tesla Skeleton Army
The Log
Cannon Skeleton Army Fisherman
Earthquake
Cannon Tesla Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Skeleton Army Fisherman Mother Witch
Fireball
Cannon Tesla Skeleton Army Fisherman Mother Witch
Poison
Cannon Skeleton Army Fisherman Phoenix Mother Witch
Lightning
Cannon Tesla Fisherman Phoenix Mother Witch
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake The Log

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.

Skeleton Army Mother Witch

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.

Skeleton Army

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.

The Log Cannon Earthquake Skeleton Army Fisherman Tesla Phoenix Mother Witch

Shortest cycle

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

11 The Log Cannon Earthquake Skeleton Army

Attack Synergies 0 3

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.

Cannon
Tesla
Earthquake
The Log Mother Witch
Skeleton Army
The Log
Earthquake Fisherman
Fisherman
The Log
Phoenix
Mother Witch
Earthquake

Defense Synergies 2 11

Cannon
The Log Earthquake Skeleton Army Mother Witch
Tesla
The Log Earthquake Skeleton Army Mother Witch
Earthquake
Cannon Tesla The Log
Skeleton Army
Cannon Tesla The Log
The Log
Cannon Tesla Earthquake Skeleton Army Fisherman Mother Witch
Fisherman
The Log Mother Witch
Phoenix
Mother Witch
Cannon Tesla The Log Fisherman

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.

Earthquake Cannon Tesla The Log
Skeleton Army Cannon Tesla The Log Fisherman Phoenix
Cannon Tesla Skeleton Army Fisherman
Cannon Tesla Skeleton Army Fisherman Phoenix
Earthquake Skeleton Army The Log
Skeleton Army The Log Cannon Tesla Earthquake Mother Witch
Tesla Cannon Phoenix
Earthquake Cannon Tesla The Log Phoenix
Cannon Tesla Skeleton Army Fisherman Phoenix
Skeleton Army Cannon Tesla Fisherman Phoenix
Skeleton Army Mother Witch Cannon Tesla Earthquake The Log Fisherman
Tesla Phoenix
Cannon Tesla Skeleton Army Earthquake The Log
Skeleton Army Cannon Tesla Earthquake The Log
Skeleton Army Cannon Tesla Phoenix
Skeleton Army Cannon Tesla The Log Fisherman
Tesla Cannon Skeleton Army Fisherman
Cannon Tesla Skeleton Army The Log Fisherman
Earthquake The Log Cannon Tesla Fisherman Mother Witch
Cannon Tesla Fisherman Phoenix
Skeleton Army Cannon Tesla Earthquake The Log Fisherman Mother Witch

Counters to secondary win conditions

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

Skeleton Army Tesla Fisherman
Tesla The Log Fisherman Phoenix
Skeleton Army The Log Fisherman
Skeleton Army Tesla The Log Fisherman Phoenix
Cannon Tesla Skeleton Army Fisherman Phoenix
Mother Witch Tesla
Skeleton Army Tesla Phoenix
Tesla Skeleton Army Fisherman Phoenix
Skeleton Army The Log Phoenix
Cannon Tesla Skeleton Army Phoenix
Tesla Phoenix
Skeleton Army The Log Phoenix
Skeleton Army Cannon Tesla
Cannon Tesla Skeleton Army
Tesla Skeleton Army Phoenix The Log Fisherman
Cannon Tesla Earthquake The Log Phoenix Mother 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.)

Earthquake The Log
The Log Fisherman
Earthquake The Log
Earthquake The Log
Earthquake The Log
Mother Witch
Earthquake The Log
Earthquake The Log
The Log Fisherman
Fisherman
Earthquake The Log Fisherman
Earthquake The Log Fisherman
Earthquake Fisherman
Earthquake The Log Fisherman
Earthquake The Log
Earthquake The Log
Earthquake
Fisherman
Earthquake The Log Fisherman
Earthquake The Log Mother Witch
Earthquake The Log
The Log Fisherman
Earthquake The Log
Earthquake The Log Mother Witch
Fisherman
The Log Earthquake Fisherman
The Log Fisherman
The Log Fisherman
Mother Witch
Earthquake The Log
Earthquake The Log
Earthquake Skeleton Army
The Log
The Log Earthquake
The Log
The Log

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