My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Hut Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Goblin Hut Witch

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Fireball

Punishments

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

Hog Rider

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.

Barbarians Hog Rider

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.

Hog Rider

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 Hog Rider Skeleton Army
Giant Snowball
Skeletons Barbarians Hog Rider Goblin Hut Skeleton Army Witch
Zap
Skeletons Goblin Hut Skeleton Army Witch
Barbarian Barrel
Skeletons Barbarians Goblin Hut Skeleton Army Witch
The Log
Skeletons Barbarians Hog Rider Goblin Hut Skeleton Army Witch
Earthquake
Skeletons Barbarians Hog Rider Goblin Hut Skeleton Army Witch
Arrows
Skeletons Goblin Hut Skeleton Army Witch
Royal Delivery
Skeletons Barbarians Hog Rider Goblin Hut Skeleton Army Witch
Fireball
Barbarians Hog Rider Goblin Hut Skeleton Army Witch
Poison
Barbarians Goblin Hut Skeleton Army Witch
Lightning
Goblin Hut Witch
Rocket
Barbarians Hog Rider Goblin Hut Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Skeleton Army

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 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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Skeleton Army Fireball Hog Rider Barbarians Goblin Hut Witch

Shortest cycle

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

10 Skeletons Zap Skeleton Army Fireball

Attack Synergies 3 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
Zap
Fireball Hog Rider Goblin Hut Witch
Barbarians
Hog Rider
Fireball
Zap Hog Rider
Hog Rider
Zap Fireball Barbarians Goblin Hut Witch
Goblin Hut
Zap Hog Rider
Skeleton Army
Witch
Zap Hog Rider

Defense Synergies 1 10

Skeletons
Zap Goblin Hut Witch
Zap
Fireball Skeletons Barbarians Goblin Hut Skeleton Army Witch
Barbarians
Zap Skeleton Army
Fireball
Zap Goblin Hut
Hog Rider
Goblin Hut
Skeletons Zap Fireball Skeleton Army
Skeleton Army
Zap Barbarians Goblin Hut
Witch
Skeletons Zap

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.

Zap Fireball Goblin Hut
Barbarians Skeleton Army Skeletons Zap Goblin Hut Witch
Barbarians Goblin Hut Skeleton Army Witch Skeletons
Barbarians Goblin Hut Skeleton Army Witch Skeletons
Barbarians Fireball Skeleton Army
Fireball Skeleton Army Skeletons Zap
Zap Fireball Goblin Hut Witch
Zap Barbarians Fireball
Barbarians Witch Skeletons Goblin Hut Skeleton Army
Skeleton Army Skeletons Barbarians
Barbarians Skeleton Army Witch Skeletons Zap Fireball Goblin Hut
Zap Fireball Goblin Hut Witch
Barbarians Goblin Hut Skeleton Army Skeletons Zap Fireball Witch
Fireball Skeleton Army Zap Barbarians Goblin Hut Witch
Barbarians Skeleton Army Goblin Hut
Barbarians Skeleton Army Zap Fireball Goblin Hut
Barbarians Skeletons Fireball Goblin Hut Skeleton Army Witch
Fireball Zap Barbarians Goblin Hut Skeleton Army Witch
Zap Witch Barbarians Fireball Goblin Hut
Barbarians Goblin Hut
Skeleton Army Barbarians Fireball Witch
Skeleton Army

Counters to secondary win conditions

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

Barbarians Skeleton Army Skeletons Zap Fireball Goblin Hut Witch
Fireball Zap
Barbarians Skeleton Army Skeletons Zap Goblin Hut Witch
Skeleton Army Zap Barbarians Fireball
Barbarians Skeletons Goblin Hut Skeleton Army Witch
Fireball Skeletons Zap Goblin Hut Witch
Skeleton Army Skeletons Barbarians Fireball Goblin Hut Witch
Barbarians Skeleton Army
Zap Skeletons Barbarians Fireball Goblin Hut Skeleton Army Witch
Witch Skeletons Barbarians Goblin Hut Skeleton Army
Barbarians Goblin Hut Witch
Skeleton Army Zap Barbarians Fireball
Barbarians Skeleton Army Skeletons Fireball Witch
Barbarians Fireball Skeleton Army Witch
Barbarians Goblin Hut Skeleton Army Witch Skeletons Zap Fireball
Zap Barbarians Fireball Goblin Hut Witch
Zap Fireball Goblin Hut

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
Fireball Zap
Fireball Goblin Hut
Barbarians Fireball
Fireball Zap
Fireball Zap Witch
Witch
Fireball Zap
Fireball Zap
Fireball
Zap Fireball
Fireball Zap
Fireball Goblin Hut
Fireball
Zap Fireball Goblin Hut
Zap Fireball Goblin Hut Witch
Fireball Goblin Hut
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Zap Barbarians Fireball
Zap Fireball Witch
Witch
Fireball Zap Witch
Fireball Zap Witch
Fireball Zap
Zap Fireball Witch
Zap Fireball Goblin Hut Witch
Fireball
Zap Fireball
Zap Fireball
Fireball
Zap Barbarians Fireball Goblin Hut Skeleton Army Witch
Fireball Zap Witch
Fireball
Fireball
Zap Fireball
Zap Fireball
Zap Fireball Witch
Zap Fireball Witch
Zap Fireball Witch
Fireball

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