My Best Clash Royale Deck

Deck Check Rating

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

4 problems 1 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!
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 No anti-ground splash!

You don't have a card, that attacks ground and has splash 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!

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.

Rune Giant Witch

Offensive cards

Win conditions

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

Royal Hogs Goblin Barrel Rune Giant

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.

Royal Hogs Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblins Royal Hogs Rune Giant

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 Hogs Goblin 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
Royal Hogs Goblin Barrel Guards Skeleton Army
Giant Snowball
Goblins Royal Hogs Goblin Barrel Guards Skeleton Army Witch
Zap
Goblins Royal Hogs Goblin Barrel Guards Skeleton Army Witch
Barbarian Barrel
Goblins Royal Hogs Goblin Barrel Guards Skeleton Army Witch
The Log
Goblins Royal Hogs Goblin Barrel Guards Skeleton Army Witch
Earthquake
Royal Hogs Goblin Barrel Guards Skeleton Army Witch
Arrows
Goblins Royal Hogs Goblin Barrel Guards Skeleton Army Witch
Royal Delivery
Goblins Royal Hogs Goblin Barrel Guards Skeleton Army Witch
Fireball
Royal Hogs Goblin Barrel Skeleton Army Witch
Poison
Royal Hogs Guards Skeleton Army Witch
Lightning
Witch
Rocket
Royal Hogs Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Rune Giant

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.

Goblin Barrel 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.

Goblins Goblin Barrel 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Berserker Goblin Barrel Guards Skeleton Army Rune Giant Royal Hogs Witch

Shortest cycle

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

10 Goblins Berserker Goblin Barrel Guards

Attack Synergies 1 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.

Goblins
Berserker
Rune Giant Goblin Barrel
Royal Hogs
Goblin Barrel Guards
Goblin Barrel
Berserker Royal Hogs Guards Skeleton Army Rune Giant
Guards
Royal Hogs Goblin Barrel
Skeleton Army
Goblin Barrel
Rune Giant
Berserker Goblin Barrel
Witch

Defense Synergies 0 2

Goblins
Berserker
Royal Hogs
Goblin Barrel
Guards
Skeleton Army Witch
Skeleton Army
Guards
Rune Giant
Witch
Guards

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 Army Goblins Witch
Skeleton Army Witch Goblins
Skeleton Army Witch Goblins Guards
Skeleton Army
Skeleton Army Goblins Guards
Witch
Witch Goblins Skeleton Army
Guards Skeleton Army Goblins
Goblins Berserker Guards Skeleton Army Witch
Witch
Skeleton Army Guards Witch
Skeleton Army Goblins Guards Witch
Skeleton Army
Skeleton Army
Goblins Skeleton Army Witch
Goblins Guards Skeleton Army Witch
Witch Guards
Skeleton Army Goblins Guards Witch
Guards Skeleton Army

Counters to secondary win conditions

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

Guards Skeleton Army Goblins Witch
Guards Skeleton Army Goblins Witch
Guards Skeleton Army
Guards Skeleton Army Witch
Witch
Guards Skeleton Army Goblins Witch
Skeleton Army
Goblins Skeleton Army Witch
Witch Guards Skeleton Army
Guards Witch
Skeleton Army Guards
Skeleton Army Guards Witch
Skeleton Army Witch
Guards Skeleton Army Witch Goblins
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.)

Guards
Guards
Witch
Witch
Goblins Guards
Witch
Witch
Witch
Witch
Witch
Witch
Witch
Guards Witch
Guards Skeleton Army Witch
Witch
Guards Witch
Witch
Witch

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