My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Archers Minion Horde Witch Magic Archer

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.

Archers Skeleton Barrel Witch Giant Skeleton Bandit Magic Archer

Offensive cards

Win conditions

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

Skeleton Barrel Hog Rider

Damage spells

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

Missing

Punishments

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

Skeleton Barrel Hog Rider Bandit

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.

Skeleton Barrel Minion Horde Hog Rider Giant Skeleton Bandit Magic Archer

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.

Skeleton Barrel Hog Rider Giant Skeleton Bandit Magic Archer

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
Archers Skeleton Barrel Minion Horde Hog Rider Giant Skeleton Bandit
Giant Snowball
Archers Skeleton Barrel Minion Horde Hog Rider Witch
Zap
Archers Skeleton Barrel Minion Horde Witch Bandit
Barbarian Barrel
Archers Skeleton Barrel Witch Giant Skeleton Bandit Magic Archer
The Log
Archers Skeleton Barrel Hog Rider Witch Giant Skeleton Bandit
Earthquake
Archers Hog Rider Witch
Arrows
Archers Skeleton Barrel Minion Horde Witch
Royal Delivery
Archers Skeleton Barrel Minion Horde Hog Rider Witch Giant Skeleton Bandit Magic Archer
Fireball
Archers Skeleton Barrel Minion Horde Hog Rider Witch Bandit Magic Archer
Poison
Archers Skeleton Barrel Minion Horde Witch Magic Archer
Lightning
Witch Bandit Magic Archer
Rocket
Minion Horde Hog Rider Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer

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.

Skeleton Barrel Giant Skeleton

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.

Minion Horde 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.

Archers Skeleton Barrel Bandit Hog Rider Magic Archer Minion Horde Witch Giant Skeleton

Shortest cycle

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

13 Archers Skeleton Barrel Bandit Hog Rider

Attack Synergies 0 20

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.

Archers
Skeleton Barrel Hog Rider Giant Skeleton Bandit
Skeleton Barrel
Archers Hog Rider Witch Giant Skeleton Bandit Magic Archer
Minion Horde
Hog Rider Giant Skeleton
Hog Rider
Archers Skeleton Barrel Minion Horde Witch Giant Skeleton Bandit Magic Archer
Witch
Skeleton Barrel Hog Rider Giant Skeleton Bandit
Giant Skeleton
Archers Skeleton Barrel Minion Horde Hog Rider Witch Bandit Magic Archer
Bandit
Archers Skeleton Barrel Hog Rider Witch Giant Skeleton Magic Archer
Magic Archer
Skeleton Barrel Hog Rider Giant Skeleton Bandit

Defense Synergies 0 7

Archers
Witch Giant Skeleton Bandit
Skeleton Barrel
Minion Horde
Hog Rider
Witch
Archers Giant Skeleton Bandit
Giant Skeleton
Archers Witch Magic Archer
Bandit
Archers Witch Magic Archer
Magic Archer
Giant Skeleton Bandit

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.

Skeleton Barrel Minion Horde Magic Archer
Minion Horde Witch Bandit
Minion Horde Witch Archers Giant Skeleton Bandit
Minion Horde Witch Bandit
Giant Skeleton
Archers Bandit Magic Archer
Minion Horde Archers Witch Magic Archer
Skeleton Barrel Giant Skeleton Bandit Magic Archer
Minion Horde Witch
Archers Minion Horde Giant Skeleton Bandit
Archers Minion Horde Witch Giant Skeleton Bandit Magic Archer
Minion Horde Archers Witch Magic Archer
Minion Horde Witch Giant Skeleton Bandit
Minion Horde Witch Magic Archer
Minion Horde Bandit
Minion Horde Bandit
Minion Horde Witch
Archers Minion Horde Witch Bandit Magic Archer
Witch Archers Giant Skeleton Bandit Magic Archer
Archers Minion Horde Witch Giant Skeleton Bandit

Counters to secondary win conditions

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

Archers Witch Giant Skeleton Bandit
Bandit Archers Skeleton Barrel Magic Archer
Giant Skeleton Bandit Minion Horde Witch
Giant Skeleton Minion Horde Bandit
Giant Skeleton Minion Horde Witch Bandit
Archers Skeleton Barrel Minion Horde Witch Magic Archer
Archers Minion Horde Witch Giant Skeleton Bandit
Giant Skeleton Minion Horde
Minion Horde Giant Skeleton Witch Bandit Magic Archer
Witch Minion Horde
Minion Horde Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Minion Horde Witch Bandit
Archers Minion Horde Witch Magic Archer
Witch Archers Minion Horde Giant Skeleton Magic Archer
Archers Minion Horde Witch Giant Skeleton Magic Archer

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.)

Skeleton Barrel Magic Archer Minion Horde Giant Skeleton Bandit
Skeleton Barrel Bandit Magic Archer
Skeleton Barrel Minion Horde Giant Skeleton Bandit Magic Archer
Skeleton Barrel Giant Skeleton
Minion Horde Magic Archer
Skeleton Barrel Minion Horde Witch Magic Archer
Archers Minion Horde Witch Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel Bandit
Minion Horde
Skeleton Barrel Minion Horde Bandit Magic Archer
Archers Magic Archer
Skeleton Barrel Bandit Magic Archer
Skeleton Barrel Minion Horde Bandit Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel Minion Horde Witch Bandit Magic Archer
Magic Archer Skeleton Barrel Minion Horde Bandit
Minion Horde
Archers Skeleton Barrel Bandit Magic Archer
Skeleton Barrel Witch Magic Archer
Minion Horde Giant Skeleton Magic Archer
Skeleton Barrel Minion Horde
Witch Magic Archer
Minion Horde Witch
Skeleton Barrel Witch Bandit Magic Archer
Skeleton Barrel Witch Bandit Magic Archer
Skeleton Barrel Bandit Magic Archer
Archers Minion Horde Witch Magic Archer
Skeleton Barrel Minion Horde Witch
Minion Horde
Minion Horde Bandit Magic Archer
Minion Horde Magic Archer
Minion Horde Giant Skeleton
Magic Archer
Skeleton Barrel Minion Horde Archers Witch Bandit Magic Archer
Archers Witch Magic Archer
Minion Horde Magic Archer
Skeleton Barrel Magic Archer
Giant Skeleton
Minion Horde
Minion Horde Witch Giant Skeleton Magic Archer
Witch Magic Archer
Skeleton Barrel Witch Giant Skeleton Bandit Magic Archer

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