My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Good
Synergy
RIP
Versatility
Mediocre
F2P score
RIP

3 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!
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 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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

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 Collector Witch

Offensive cards

Win conditions

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

Missing

Damage spells

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

Barbarian Barrel Goblin Curse Rage Tornado

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Barbarian Barrel

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 Goblin Curse
Giant Snowball
Skeletons Goblin Curse Witch
Zap
Skeletons Goblin Curse Witch
Barbarian Barrel
Skeletons Goblin Curse Witch
The Log
Skeletons Goblin Curse Witch
Earthquake
Skeletons Elixir Collector Witch
Arrows
Skeletons Goblin Curse Witch
Royal Delivery
Skeletons Witch
Fireball
Elixir Collector Witch
Poison
Elixir Collector Goblin Curse Witch
Lightning
Elixir Collector Witch
Rocket
Elixir Collector Witch

Against air swarms

Spells and units that can counter air swarms.

Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Barbarian Barrel Tornado

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 Collector Goblin Curse Rage Tornado

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 Skeletons Barbarian Barrel Goblin Curse Rage Tornado Witch Elixir Collector

Shortest cycle

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

5 Mirror Skeletons Barbarian Barrel Goblin Curse

Attack Synergies 1 5

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 Collector
Mirror
Barbarian Barrel Tornado
Barbarian Barrel
Mirror Goblin Curse Tornado
Goblin Curse
Barbarian Barrel
Rage
Witch
Tornado
Mirror Barbarian Barrel Witch
Witch
Rage Tornado

Defense Synergies 2 6

Skeletons
Barbarian Barrel Tornado Witch
Elixir Collector
Mirror
Barbarian Barrel Tornado
Barbarian Barrel
Mirror Skeletons Tornado Witch
Goblin Curse
Rage
Tornado
Mirror Skeletons Barbarian Barrel Witch
Witch
Skeletons Barbarian Barrel Tornado

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 Barrel
Skeletons Goblin Curse Witch
Tornado Witch Skeletons Goblin Curse
Witch Skeletons Goblin Curse
Barbarian Barrel Tornado
Barbarian Barrel Tornado Skeletons
Tornado Goblin Curse Witch
Barbarian Barrel
Witch Skeletons Goblin Curse Tornado
Tornado Skeletons Barbarian Barrel
Goblin Curse Witch Skeletons Barbarian Barrel Tornado
Goblin Curse Tornado Witch
Skeletons Goblin Curse Witch
Barbarian Barrel Goblin Curse Tornado Witch
Goblin Curse
Tornado Goblin Curse
Skeletons Tornado Witch
Barbarian Barrel Tornado Witch
Barbarian Barrel Tornado Witch Goblin Curse
Goblin Curse Tornado
Barbarian Barrel Goblin Curse Witch

Counters to secondary win conditions

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

Skeletons Barbarian Barrel Witch
Barbarian Barrel
Skeletons Witch
Barbarian Barrel Tornado
Skeletons Goblin Curse Witch
Skeletons Goblin Curse Tornado Witch
Skeletons Witch
Goblin Curse
Skeletons Barbarian Barrel Tornado Witch
Witch Skeletons Goblin Curse
Witch
Tornado
Skeletons Goblin Curse Witch
Goblin Curse Witch
Witch Skeletons Barbarian Barrel Tornado
Barbarian Barrel Goblin Curse 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.)

Barbarian Barrel
Barbarian Barrel Goblin Curse Tornado
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel Goblin Curse
Goblin Curse Tornado Witch
Tornado Witch
Barbarian Barrel Goblin Curse Tornado
Tornado
Tornado
Barbarian Barrel Tornado
Goblin Curse Tornado
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel Witch
Barbarian Barrel
Barbarian Barrel Tornado
Barbarian Barrel
Barbarian Barrel Goblin Curse Tornado Witch
Tornado
Tornado
Barbarian Barrel
Goblin Curse Tornado Barbarian Barrel Witch
Witch
Barbarian Barrel Tornado Witch
Tornado Witch
Barbarian Barrel Goblin Curse Tornado
Goblin Curse Tornado Witch
Witch
Goblin Curse
Barbarian Barrel Witch
Goblin Curse Tornado Witch
Barbarian Barrel
Tornado
Tornado Witch
Tornado Witch
Barbarian Barrel Tornado Witch

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