My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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 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 Princess

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 Elixir Golem Witch Giant Skeleton Princess Skeleton King

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.

Fireball

Punishments

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

Elixir Golem Princess

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elixir Golem Giant Skeleton Princess 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.

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
Skeletons Elixir Golem Clone Giant Skeleton Skeleton King
Giant Snowball
Skeletons Clone Witch Princess Skeleton King
Zap
Skeletons Clone Witch Princess Skeleton King
Barbarian Barrel
Skeletons Elixir Golem Clone Witch Giant Skeleton Princess Skeleton King
The Log
Skeletons Elixir Golem Clone Witch Giant Skeleton Princess Skeleton King
Earthquake
Skeletons Elixir Golem Clone Witch Skeleton King
Arrows
Skeletons Clone Witch Princess Skeleton King
Royal Delivery
Skeletons Elixir Golem Clone Witch Giant Skeleton Princess Skeleton King
Fireball
Elixir Golem Clone Witch Princess Skeleton King
Poison
Elixir Golem Clone Witch Princess Skeleton King
Lightning
Witch Skeleton King
Rocket
Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch Princess

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Princess Skeleton King

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.

Elixir Golem Clone Giant Skeleton Princess

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.

Fireball Princess

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.

Fireball 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 Elixir Golem Clone Princess Fireball Skeleton King Witch Giant Skeleton

Shortest cycle

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

10 Skeletons Elixir Golem Clone Princess

Attack Synergies 1 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
Elixir Golem
Fireball Witch
Fireball
Elixir Golem Princess Skeleton King
Clone
Giant Skeleton Witch
Witch
Elixir Golem Clone Giant Skeleton Skeleton King
Giant Skeleton
Clone Witch Princess
Princess
Fireball Giant Skeleton
Skeleton King
Fireball Witch

Defense Synergies 0 7

Skeletons
Witch Giant Skeleton Princess
Elixir Golem
Fireball
Princess
Clone
Witch
Skeletons Giant Skeleton
Giant Skeleton
Skeletons Witch Princess
Princess
Skeletons Fireball Giant Skeleton Skeleton King
Skeleton King
Princess

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.

Fireball
Skeletons Witch
Witch Skeletons Giant Skeleton
Witch Skeletons Skeleton King
Fireball Giant Skeleton Princess
Fireball Skeletons
Fireball Witch Princess
Fireball Giant Skeleton
Witch Skeletons Princess Skeleton King
Skeletons Giant Skeleton
Witch Skeletons Fireball Giant Skeleton Princess Skeleton King
Fireball Witch Princess
Skeletons Fireball Witch Giant Skeleton
Fireball Witch Princess Skeleton King
Skeleton King
Fireball
Skeletons Fireball Witch
Fireball Witch
Witch Fireball Giant Skeleton Princess
Fireball Witch Giant Skeleton

Counters to secondary win conditions

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

Skeletons Fireball Witch Giant Skeleton
Fireball
Giant Skeleton Skeletons Witch
Giant Skeleton Fireball
Giant Skeleton Skeletons Witch
Fireball Skeletons Witch Princess
Skeletons Fireball Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons Fireball Witch
Witch Skeletons
Witch Giant Skeleton
Fireball Giant Skeleton
Giant Skeleton Skeletons Fireball Witch Skeleton King
Fireball Witch Princess
Witch Skeletons Fireball Giant Skeleton Skeleton King
Fireball Witch Giant Skeleton Princess Skeleton King
Fireball

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.)

Fireball Princess Giant Skeleton
Fireball Princess
Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball
Fireball Witch Princess
Witch Princess
Fireball Princess
Fireball
Fireball
Fireball Princess
Fireball Princess
Fireball Princess
Fireball Princess
Princess Fireball
Fireball Witch Princess
Fireball Princess
Fireball
Fireball Princess
Fireball Witch Princess
Fireball Giant Skeleton
Fireball Princess
Fireball
Fireball Witch Princess
Witch
Fireball Witch Princess
Fireball Witch Princess
Fireball
Fireball Witch Princess
Fireball Witch
Fireball
Fireball
Fireball Princess
Giant Skeleton
Fireball Princess
Fireball Witch Princess
Fireball Witch Princess
Fireball
Fireball Princess
Fireball Princess Skeleton King
Fireball Giant Skeleton
Fireball Witch Giant Skeleton Princess Skeleton King
Fireball Witch Princess
Fireball Witch Giant Skeleton Princess
Fireball

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