My Best Clash Royale Deck

Deck Check Rating

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

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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!

Advanced stuff

Defensive cards

Anti-air

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

Witch

Defensive buildings

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

Cannon

Investments

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

Skeletons Royal Giant Witch Royal Ghost

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

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

Royal Giant Royal Ghost

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.

Royal Giant Royal Ghost

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.

Royal Ghost

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 Royal Giant Guards Skeleton Army
Giant Snowball
Skeletons Cannon Guards Skeleton Army Witch
Zap
Skeletons Cannon Royal Giant Guards Skeleton Army Witch
Barbarian Barrel
Skeletons Cannon Guards Skeleton Army Witch Royal Ghost
The Log
Skeletons Cannon Royal Giant Guards Skeleton Army Witch
Earthquake
Skeletons Cannon Guards Skeleton Army Witch
Arrows
Skeletons Guards Skeleton Army Witch
Royal Delivery
Skeletons Guards Skeleton Army Witch Royal Ghost
Fireball
Cannon Skeleton Army Witch
Poison
Cannon Guards Skeleton Army Witch
Lightning
Cannon Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Royal Ghost

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.

Guards Skeleton Army Royal Ghost

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.

Royal Giant Skeleton Army

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Cannon Guards Skeleton Army Royal Ghost Witch Royal Giant

Shortest cycle

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

9 Skeletons Zap Cannon Guards

Attack Synergies 0 8

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
Zap
Royal Giant Guards Witch Royal Ghost
Cannon
Royal Giant
Zap Guards Witch Royal Ghost
Guards
Zap Royal Giant
Skeleton Army
Witch
Zap Royal Giant Royal Ghost
Royal Ghost
Zap Royal Giant Witch

Defense Synergies 2 14

Skeletons
Cannon Zap Witch Royal Ghost
Zap
Cannon Skeletons Guards Skeleton Army Witch Royal Ghost
Cannon
Skeletons Zap Guards Skeleton Army Witch Royal Ghost
Royal Giant
Guards
Zap Cannon Skeleton Army Witch
Skeleton Army
Zap Cannon Guards
Witch
Skeletons Zap Cannon Guards Royal Ghost
Royal Ghost
Skeletons Zap Cannon 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.

Zap Cannon
Skeleton Army Skeletons Zap Cannon Witch
Cannon Skeleton Army Witch Skeletons
Cannon Skeleton Army Witch Skeletons Guards
Skeleton Army
Skeleton Army Skeletons Zap Cannon Guards Royal Ghost
Zap Cannon Witch
Zap Cannon
Cannon Witch Skeletons Skeleton Army
Guards Skeleton Army Skeletons Cannon Royal Ghost
Guards Skeleton Army Witch Skeletons Zap Cannon Royal Ghost
Zap Witch
Cannon Skeleton Army Skeletons Zap Guards Witch
Skeleton Army Zap Cannon Guards Witch Royal Ghost
Skeleton Army Cannon
Skeleton Army Zap Cannon
Skeletons Cannon Skeleton Army Witch
Cannon Zap Guards Skeleton Army Witch Royal Ghost
Zap Witch Cannon Guards Royal Ghost
Cannon
Skeleton Army Royal Ghost Cannon Guards Witch

Counters to secondary win conditions

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

Guards Skeleton Army Skeletons Zap Witch Royal Ghost
Zap Royal Ghost
Guards Skeleton Army Skeletons Zap Witch
Guards Skeleton Army Zap
Skeletons Cannon Guards Skeleton Army Witch
Skeletons Zap Witch
Guards Skeleton Army Skeletons Witch
Skeleton Army
Zap Skeletons Skeleton Army Witch
Witch Skeletons Cannon Guards Skeleton Army
Guards Witch
Skeleton Army Zap Guards
Skeleton Army Skeletons Cannon Guards Witch
Cannon Skeleton Army Witch
Guards Skeleton Army Witch Skeletons Zap
Zap Cannon Witch Royal Ghost
Zap 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.)

Guards Royal Ghost
Zap Royal Ghost
Guards
Zap
Zap Witch
Witch
Zap
Zap
Guards
Zap
Zap
Zap
Zap Witch
Zap
Zap Witch
Zap
Zap Witch
Witch
Zap Witch Royal Ghost
Zap Witch
Zap
Zap Witch
Zap Guards Witch
Zap
Zap
Zap Guards Skeleton Army Witch
Zap Witch
Zap
Zap
Zap Guards Witch
Zap Witch
Zap Witch Royal Ghost

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