My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Magic Archer Night Witch

Defensive buildings

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

Cannon

Investments

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

Battle Ram Giant Giant Skeleton Magic Archer Night Witch

Offensive cards

Win conditions

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

Battle Ram Hog Rider 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.

Battle Ram Hog Rider Giant

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.

Battle Ram Hog Rider Giant Giant Skeleton 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.

Hog Rider Giant Skeleton 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
Battle Ram Hog Rider Giant Skeleton Army Giant Skeleton Night Witch
Giant Snowball
Cannon Battle Ram Hog Rider Skeleton Army Night Witch
Zap
Cannon Battle Ram Skeleton Army Night Witch
Barbarian Barrel
Cannon Battle Ram Skeleton Army Giant Skeleton Magic Archer Night Witch
The Log
Cannon Battle Ram Hog Rider Skeleton Army Giant Skeleton
Earthquake
Cannon Hog Rider Skeleton Army
Arrows
Skeleton Army Night Witch
Royal Delivery
Battle Ram Hog Rider Skeleton Army Giant Skeleton Magic Archer Night Witch
Fireball
Cannon Battle Ram Hog Rider Skeleton Army Magic Archer Night Witch
Poison
Cannon Skeleton Army Magic Archer Night Witch
Lightning
Cannon Battle Ram Magic Archer Night Witch
Rocket
Hog Rider Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer

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.

Battle Ram Skeleton Army Giant Skeleton Night Witch

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.

Skeleton Army

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.

Cannon Skeleton Army Battle Ram Hog Rider Magic Archer Night Witch Giant Giant Skeleton

Shortest cycle

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

14 Cannon Skeleton Army Battle Ram Hog Rider

Attack Synergies 2 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.

Cannon
Battle Ram
Magic Archer
Hog Rider
Giant Giant Skeleton Magic Archer
Giant
Night Witch Hog Rider Magic Archer
Skeleton Army
Giant Skeleton
Hog Rider Magic Archer Night Witch
Magic Archer
Battle Ram Hog Rider Giant Giant Skeleton
Night Witch
Giant Giant Skeleton

Defense Synergies 0 7

Cannon
Skeleton Army Magic Archer Night Witch
Battle Ram
Hog Rider
Giant
Skeleton Army
Cannon Giant Skeleton Magic Archer
Giant Skeleton
Skeleton Army Magic Archer
Magic Archer
Cannon Skeleton Army Giant Skeleton Night Witch
Night Witch
Cannon Magic Archer

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.

Cannon Magic Archer
Skeleton Army Cannon Night Witch
Cannon Skeleton Army Giant Skeleton Night Witch
Cannon Skeleton Army Night Witch
Skeleton Army Giant Skeleton
Skeleton Army Cannon Magic Archer Night Witch
Cannon Magic Archer Night Witch
Cannon Giant Skeleton Magic Archer
Cannon Skeleton Army Night Witch
Skeleton Army Cannon Giant Skeleton Night Witch
Skeleton Army Cannon Giant Skeleton Magic Archer Night Witch
Magic Archer Night Witch
Cannon Skeleton Army Night Witch Giant Skeleton
Skeleton Army Cannon Magic Archer Night Witch
Skeleton Army Cannon
Skeleton Army Cannon
Cannon Skeleton Army Night Witch
Cannon Skeleton Army Magic Archer Night Witch
Cannon Giant Skeleton Magic Archer
Cannon
Skeleton Army Cannon Giant Skeleton Night Witch
Cannon

Counters to secondary win conditions

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

Skeleton Army Giant Skeleton
Magic Archer
Skeleton Army Giant Skeleton
Skeleton Army Giant Skeleton Night Witch
Giant Skeleton Cannon Skeleton Army Night Witch
Magic Archer
Skeleton Army Giant Skeleton Night Witch
Giant Skeleton Skeleton Army
Giant Skeleton Skeleton Army Magic Archer
Cannon Skeleton Army
Giant Skeleton
Skeleton Army Giant Skeleton
Skeleton Army Giant Skeleton Cannon Night Witch
Cannon Skeleton Army Magic Archer
Skeleton Army Giant Skeleton Magic Archer Night Witch
Cannon Giant Skeleton Magic Archer
Cannon

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.)

Magic Archer Giant Skeleton
Magic Archer
Giant Skeleton Magic Archer
Giant Skeleton
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Night Witch
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Night Witch
Magic Archer
Magic Archer
Giant Skeleton Magic Archer Night Witch
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer Night Witch
Night Witch
Magic Archer Night Witch
Magic Archer
Giant Skeleton
Magic Archer
Skeleton Army Magic Archer Night Witch
Magic Archer
Magic Archer
Magic Archer
Giant Skeleton
Giant Skeleton Magic Archer
Magic Archer
Giant Skeleton Magic Archer

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