My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Good
Versatility
Good
F2P score
Mediocre

1 warnings Why?

Deck tips

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

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.

Archers 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 Archers Elixir Golem Witch

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Earthquake Rage

Punishments

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

Elixir Golem

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.

Elixir Golem Battle Healer

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 Archers Elixir Golem
Giant Snowball
Skeletons Archers Witch
Zap
Skeletons Archers Witch
Barbarian Barrel
Skeletons Archers Elixir Golem Witch
The Log
Skeletons Archers Elixir Golem Witch
Earthquake
Skeletons Archers Elixir Golem Witch
Arrows
Skeletons Archers Witch
Royal Delivery
Skeletons Archers Elixir Golem Battle Healer Witch
Fireball
Archers Elixir Golem Battle Healer Witch
Poison
Archers Elixir Golem Battle Healer Witch
Lightning
Battle Healer Witch
Rocket
Battle Healer Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake

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.

Elixir Golem Battle Healer Rage

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.

Mirror Skeletons Rage Archers Earthquake Elixir Golem Battle Healer Witch

Shortest cycle

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

6 Mirror Skeletons Rage Archers

Attack Synergies 6 6

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
Archers
Battle Healer Elixir Golem
Earthquake
Elixir Golem Mirror
Elixir Golem
Earthquake Battle Healer Rage Archers Mirror Witch
Battle Healer
Archers Elixir Golem Rage Mirror Witch
Mirror
Earthquake Elixir Golem Battle Healer
Rage
Elixir Golem Battle Healer Witch
Witch
Rage Elixir Golem Battle Healer

Defense Synergies 1 7

Skeletons
Archers Earthquake Battle Healer Witch
Archers
Skeletons Battle Healer Witch
Earthquake
Skeletons
Elixir Golem
Battle Healer
Mirror Skeletons Archers Witch
Mirror
Battle Healer
Rage
Witch
Skeletons Archers 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.

Earthquake
Skeletons Battle Healer Witch
Witch Skeletons Archers
Witch Skeletons
Earthquake Battle Healer
Skeletons Archers Earthquake
Archers Witch
Earthquake Battle Healer
Witch Skeletons
Skeletons Archers Battle Healer
Archers Witch Skeletons Earthquake
Archers Witch
Skeletons Earthquake Battle Healer Witch
Earthquake Witch
Skeletons Witch
Archers Battle Healer Witch
Earthquake Witch Archers Battle Healer
Archers Earthquake Battle Healer Witch

Counters to secondary win conditions

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

Skeletons Archers Battle Healer Witch
Archers Battle Healer
Skeletons Battle Healer Witch
Battle Healer
Skeletons Battle Healer Witch
Skeletons Archers Witch
Skeletons Archers Battle Healer Witch
Battle Healer
Skeletons Witch
Witch Skeletons
Witch
Skeletons Witch
Archers Witch
Witch Skeletons Archers Battle Healer
Archers Earthquake Battle Healer Witch

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
Earthquake
Earthquake
Earthquake
Witch
Archers Earthquake Witch
Earthquake
Earthquake
Archers
Earthquake
Earthquake
Earthquake
Earthquake Witch
Earthquake
Earthquake
Archers Earthquake
Earthquake Witch
Earthquake
Earthquake
Earthquake Witch
Witch
Earthquake Witch
Witch
Archers Witch
Witch
Earthquake
Earthquake
Earthquake Archers Witch
Archers Witch
Earthquake
Witch
Witch
Witch

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