My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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 Firecracker Mother 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 Firecracker Giant Skeleton Golem Lumberjack Mother Witch

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

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.

Missing

Dropped at the bridge

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

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.

Firecracker 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 Bats Giant Skeleton
Giant Snowball
Skeletons Bats Lumberjack
Zap
Skeletons Bats Firecracker
Barbarian Barrel
Skeletons Firecracker Giant Skeleton Lumberjack
The Log
Skeletons Firecracker Giant Skeleton Lumberjack
Earthquake
Skeletons Firecracker
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Firecracker Giant Skeleton Lumberjack Mother Witch
Fireball
Firecracker Lumberjack Mother Witch
Poison
Bats Firecracker Mother Witch
Lightning
Lumberjack Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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 Arrows Giant Skeleton Golem Mother 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Arrows Firecracker Lumberjack Mother Witch Giant Skeleton Golem

Shortest cycle

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

9 Skeletons Bats Arrows Firecracker

Attack Synergies 2 13

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
Giant Skeleton Firecracker Golem Lumberjack
Arrows
Golem Giant Skeleton Lumberjack Mother Witch
Firecracker
Bats Giant Skeleton Golem Lumberjack
Giant Skeleton
Bats Arrows Firecracker Lumberjack Mother Witch
Golem
Arrows Bats Firecracker Lumberjack Mother Witch
Lumberjack
Bats Arrows Firecracker Giant Skeleton Golem
Mother Witch
Arrows Giant Skeleton Golem

Defense Synergies 0 15

Skeletons
Bats Firecracker Giant Skeleton Lumberjack
Bats
Skeletons Firecracker Giant Skeleton Lumberjack
Arrows
Giant Skeleton Lumberjack Mother Witch
Firecracker
Skeletons Bats Giant Skeleton Lumberjack
Giant Skeleton
Skeletons Bats Arrows Firecracker Lumberjack Mother Witch
Golem
Lumberjack
Skeletons Bats Arrows Firecracker Giant Skeleton Mother Witch
Mother Witch
Arrows Giant Skeleton Lumberjack

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.

Firecracker
Lumberjack Skeletons Bats Firecracker
Lumberjack Skeletons Bats Giant Skeleton
Lumberjack Skeletons Bats Firecracker
Arrows Firecracker Giant Skeleton Lumberjack
Arrows Skeletons Bats Firecracker Lumberjack Mother Witch
Bats Arrows Firecracker
Arrows Giant Skeleton
Skeletons Lumberjack
Skeletons Firecracker Giant Skeleton Lumberjack
Bats Mother Witch Skeletons Arrows Firecracker Giant Skeleton Lumberjack
Arrows Bats Firecracker
Lumberjack Skeletons Bats Giant Skeleton
Bats Arrows Firecracker Lumberjack
Lumberjack
Lumberjack
Skeletons Bats Arrows Firecracker Lumberjack
Arrows Bats Firecracker Lumberjack
Arrows Bats Firecracker Giant Skeleton Lumberjack Mother Witch
Lumberjack
Bats Arrows Firecracker Giant Skeleton Lumberjack Mother Witch

Counters to secondary win conditions

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

Lumberjack Skeletons Giant Skeleton
Arrows Firecracker Lumberjack
Giant Skeleton Lumberjack Skeletons Bats
Giant Skeleton Lumberjack Bats
Giant Skeleton Skeletons Lumberjack
Arrows Firecracker Mother Witch Skeletons Bats
Skeletons Bats Giant Skeleton Lumberjack
Giant Skeleton Lumberjack
Giant Skeleton Skeletons Bats Firecracker
Skeletons
Bats Giant Skeleton Lumberjack
Arrows Giant Skeleton
Giant Skeleton Skeletons Lumberjack
Firecracker
Skeletons Bats Firecracker Giant Skeleton Lumberjack
Bats Arrows Firecracker Giant Skeleton Mother Witch
Arrows

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.)

Arrows Firecracker Giant Skeleton
Arrows Firecracker
Arrows Giant Skeleton
Arrows Firecracker Giant Skeleton
Arrows Firecracker
Arrows Firecracker Mother Witch Bats
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats Lumberjack
Firecracker Arrows
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Bats
Arrows Firecracker
Arrows Firecracker Mother Witch
Giant Skeleton
Arrows
Arrows
Arrows Firecracker Mother Witch
Arrows Firecracker
Arrows
Arrows Firecracker
Bats Arrows Firecracker Mother Witch
Bats Firecracker
Arrows
Arrows Firecracker
Giant Skeleton
Arrows Firecracker
Bats
Arrows Firecracker
Arrows
Firecracker Lumberjack
Arrows Firecracker
Arrows Giant Skeleton
Firecracker
Bats Firecracker Giant Skeleton
Firecracker Bats
Firecracker Giant Skeleton
Firecracker

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