My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Inferno Dragon Phoenix Night 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 Fisherman Inferno Dragon Phoenix Night 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.

Arrows

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.

Battle Healer 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
Skeletons Guards Fisherman Inferno Dragon Phoenix Night Witch
Giant Snowball
Skeletons Guards Fisherman Inferno Dragon Night Witch
Zap
Skeletons Guards Fisherman Inferno Dragon Night Witch
Barbarian Barrel
Skeletons Guards Night Witch
The Log
Skeletons Guards Fisherman
Earthquake
Skeletons Guards
Arrows
Skeletons Guards Night Witch
Royal Delivery
Skeletons Battle Healer Guards Fisherman Inferno Dragon Night Witch
Fireball
Battle Healer Fisherman Inferno Dragon Night Witch
Poison
Battle Healer Guards Fisherman Phoenix Night Witch
Lightning
Battle Healer Fisherman Inferno Dragon Phoenix Night Witch
Rocket
Battle Healer Inferno Dragon Phoenix Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Battle Healer Guards Inferno Dragon Night 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 Arrows Guards Fisherman Battle Healer Inferno Dragon Phoenix Night Witch

Shortest cycle

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

10 Skeletons Arrows Guards Fisherman

Attack Synergies 1 5

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
Battle Healer Phoenix Night Witch
Battle Healer
Inferno Dragon Arrows Fisherman Night Witch
Guards
Fisherman
Battle Healer
Inferno Dragon
Battle Healer
Phoenix
Arrows
Night Witch
Arrows Battle Healer

Defense Synergies 3 9

Skeletons
Fisherman Battle Healer Inferno Dragon Phoenix Night Witch
Arrows
Battle Healer Phoenix
Battle Healer
Inferno Dragon Skeletons Arrows Fisherman Phoenix Night Witch
Guards
Fisherman
Fisherman
Skeletons Guards Battle Healer
Inferno Dragon
Battle Healer Skeletons
Phoenix
Skeletons Arrows Battle Healer
Night Witch
Skeletons Battle Healer

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.

Inferno Dragon Skeletons Battle Healer Fisherman Phoenix Night Witch
Fisherman Skeletons Inferno Dragon Night Witch
Inferno Dragon Night Witch Skeletons Guards Fisherman Phoenix
Arrows Battle Healer
Arrows Skeletons Guards Night Witch
Inferno Dragon Arrows Phoenix Night Witch
Arrows Battle Healer Phoenix
Inferno Dragon Skeletons Fisherman Phoenix Night Witch
Guards Skeletons Battle Healer Fisherman Phoenix Night Witch
Guards Skeletons Arrows Fisherman Night Witch
Arrows Inferno Dragon Phoenix Night Witch
Night Witch Skeletons Battle Healer Guards
Arrows Guards Night Witch
Inferno Dragon Phoenix
Fisherman Inferno Dragon
Skeletons Arrows Fisherman Night Witch
Arrows Battle Healer Guards Fisherman Night Witch
Arrows Battle Healer Guards Fisherman Inferno Dragon
Fisherman Inferno Dragon Phoenix
Arrows Battle Healer Guards Fisherman Night Witch

Counters to secondary win conditions

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

Guards Skeletons Battle Healer Fisherman
Arrows Battle Healer Fisherman Inferno Dragon Phoenix
Guards Skeletons Battle Healer Fisherman
Guards Battle Healer Fisherman Phoenix Night Witch
Skeletons Battle Healer Guards Fisherman Inferno Dragon Phoenix Night Witch
Arrows Skeletons
Guards Skeletons Battle Healer Phoenix Night Witch
Battle Healer Fisherman Inferno Dragon Phoenix
Skeletons Inferno Dragon Phoenix
Skeletons Guards Inferno Dragon Phoenix
Inferno Dragon Guards Phoenix
Arrows Guards Phoenix
Skeletons Guards Night Witch
Guards Phoenix Skeletons Battle Healer Fisherman Inferno Dragon Night Witch
Arrows Battle Healer Inferno Dragon Phoenix
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 Guards
Arrows Fisherman
Arrows
Arrows Guards
Arrows
Arrows
Arrows
Arrows
Arrows Fisherman
Guards Fisherman Night Witch
Arrows Fisherman
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Fisherman Night Witch
Arrows Fisherman
Arrows
Night Witch
Arrows
Fisherman
Arrows
Arrows
Fisherman Inferno Dragon
Arrows Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Night Witch
Guards
Night Witch
Arrows Night Witch
Arrows
Arrows
Guards Night Witch
Arrows
Arrows
Arrows
Arrows
Guards
Inferno Dragon

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