My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Bad
Versatility
Mediocre
F2P score
RIP

1 problems 5 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Witch Mother Witch

Defensive buildings

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

Barbarian Hut

Investments

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

Barbarian Hut Witch Balloon Giant Skeleton Mother Witch Skeleton King

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Rage

Punishments

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

Balloon

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.

Balloon Giant Skeleton Skeleton King

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.

Balloon Giant Skeleton

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
Balloon Giant Skeleton Skeleton King
Giant Snowball
Witch Balloon Skeleton King
Zap
Witch Balloon Skeleton King
Barbarian Barrel
Barbarian Hut Witch Giant Skeleton Skeleton King
The Log
Barbarian Hut Witch Giant Skeleton Skeleton King
Earthquake
Barbarian Hut Witch Skeleton King
Arrows
Witch Skeleton King
Royal Delivery
Witch Balloon Giant Skeleton Mother Witch Skeleton King
Fireball
Barbarian Hut Witch Balloon Mother Witch Skeleton King
Poison
Barbarian Hut Witch Balloon Mother Witch Skeleton King
Lightning
Barbarian Hut Witch Balloon Mother Witch Skeleton King
Rocket
Barbarian Hut Witch Balloon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton King

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.

Rage Giant Skeleton Mother Witch

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.

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.

Mirror Rage Mother Witch Skeleton King Witch Balloon Barbarian Hut Giant Skeleton

Shortest cycle

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

10 Mirror Rage Mother Witch Skeleton King

Attack Synergies 2 11

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.

Barbarian Hut
Mirror Giant Skeleton Mother Witch
Mirror
Barbarian Hut Balloon Giant Skeleton
Rage
Witch Balloon Giant Skeleton Mother Witch
Witch
Rage Giant Skeleton Skeleton King
Balloon
Rage Mirror Giant Skeleton
Giant Skeleton
Barbarian Hut Mirror Rage Witch Balloon Mother Witch
Mother Witch
Barbarian Hut Rage Giant Skeleton
Skeleton King
Witch

Defense Synergies 0 4

Barbarian Hut
Mother Witch
Mirror
Rage
Witch
Giant Skeleton
Balloon
Giant Skeleton
Witch Mother Witch
Mother Witch
Barbarian Hut Giant Skeleton Skeleton King
Skeleton King
Mother Witch

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.

Barbarian Hut
Barbarian Hut Witch
Barbarian Hut Witch Giant Skeleton
Barbarian Hut Witch Skeleton King
Giant Skeleton
Mother Witch
Barbarian Hut Witch
Barbarian Hut Giant Skeleton
Barbarian Hut Witch Skeleton King
Giant Skeleton
Witch Mother Witch Giant Skeleton Skeleton King
Barbarian Hut Witch
Barbarian Hut Witch Giant Skeleton
Barbarian Hut Witch Skeleton King
Barbarian Hut Skeleton King
Barbarian Hut
Barbarian Hut Witch
Barbarian Hut Witch
Witch Barbarian Hut Giant Skeleton Mother Witch
Barbarian Hut
Witch Giant Skeleton Mother Witch

Counters to secondary win conditions

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

Barbarian Hut Witch Giant Skeleton
Giant Skeleton Barbarian Hut Witch
Giant Skeleton Barbarian Hut
Barbarian Hut Giant Skeleton Witch
Mother Witch Witch
Barbarian Hut Witch Giant Skeleton
Giant Skeleton Barbarian Hut
Giant Skeleton Barbarian Hut Witch
Witch Barbarian Hut
Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Barbarian Hut Witch Skeleton King
Barbarian Hut Witch
Witch Barbarian Hut Giant Skeleton Skeleton King
Barbarian Hut Witch Giant Skeleton Mother Witch Skeleton King
Barbarian Hut

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.)

Barbarian Hut Giant Skeleton
Barbarian Hut Giant Skeleton
Barbarian Hut Giant Skeleton
Mother Witch Witch
Witch
Barbarian Hut
Barbarian Hut
Barbarian Hut
Barbarian Hut Witch
Barbarian Hut
Witch Mother Witch
Giant Skeleton
Barbarian Hut
Mother Witch Witch
Witch
Witch
Witch
Witch Mother Witch
Witch
Giant Skeleton
Barbarian Hut Witch
Witch
Skeleton King
Giant Skeleton
Witch Giant Skeleton Skeleton King
Witch
Witch Giant Skeleton

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