My Best Clash Royale Deck

Deck Check Rating

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

4 problems 3 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-air splash!

You don't have a card, that attacks air 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 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!
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.

Mother Witch

Defensive buildings

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

Mortar

Investments

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

Skeletons P.E.K.K.A Mother Witch Monk

Offensive cards

Win conditions

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

Mortar Royal Hogs Goblin Barrel

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.

Mortar 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.

Mortar Royal Hogs P.E.K.K.A

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 Monk

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 Royal Hogs Goblin Barrel
Giant Snowball
Skeletons Royal Hogs Goblin Barrel
Zap
Skeletons Mortar Royal Hogs Goblin Barrel
Barbarian Barrel
Skeletons Mortar Royal Hogs Goblin Barrel
The Log
Skeletons Royal Hogs Goblin Barrel
Earthquake
Skeletons Mortar Royal Hogs Goblin Barrel
Arrows
Skeletons Royal Hogs Goblin Barrel
Royal Delivery
Skeletons Royal Hogs Goblin Barrel P.E.K.K.A Mother Witch
Fireball
Mortar Royal Hogs Goblin Barrel Mother Witch
Poison
Mortar Royal Hogs Mother Witch
Lightning
Mortar Mother Witch Monk
Rocket
Mortar Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mortar

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.

P.E.K.K.A Mother 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.

Goblin Barrel

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.

Goblin Barrel

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 Goblin Barrel Mortar Mother Witch Royal Hogs Monk P.E.K.K.A

Shortest cycle

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

8 Mirror Skeletons Goblin Barrel Mortar

Attack Synergies 2 4

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
Mortar
Royal Hogs
Mother Witch Goblin Barrel Monk
Mirror
Goblin Barrel
Goblin Barrel
Mirror Royal Hogs P.E.K.K.A
P.E.K.K.A
Goblin Barrel Mother Witch
Mother Witch
Royal Hogs P.E.K.K.A
Monk
Royal Hogs

Defense Synergies 0 4

Skeletons
Mortar P.E.K.K.A Monk
Mortar
Skeletons Mirror
Royal Hogs
Mirror
Mortar
Goblin Barrel
P.E.K.K.A
Skeletons
Mother Witch
Monk
Skeletons

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.

Mortar
P.E.K.K.A Skeletons Mortar Monk
Mortar P.E.K.K.A Skeletons
P.E.K.K.A Skeletons Mortar Monk
P.E.K.K.A Monk
Skeletons Mother Witch
Mortar
P.E.K.K.A Monk
P.E.K.K.A Skeletons Mortar
Skeletons
Mother Witch Skeletons
Mortar P.E.K.K.A Skeletons
Mortar P.E.K.K.A
P.E.K.K.A Mortar
Monk Mortar P.E.K.K.A
Skeletons Mortar P.E.K.K.A
Mortar
Mortar Mother Witch
P.E.K.K.A Mortar
P.E.K.K.A Mother Witch

Counters to secondary win conditions

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

Skeletons P.E.K.K.A
Mortar Monk
P.E.K.K.A Skeletons
P.E.K.K.A Monk
P.E.K.K.A Skeletons
Mother Witch Skeletons Monk
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Skeletons Mortar Monk
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Monk
P.E.K.K.A Skeletons
Skeletons Mortar P.E.K.K.A Monk
P.E.K.K.A Mother Witch
Mortar

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.)

Mortar Monk
Mortar Monk
Mortar
Mother Witch Monk
Mortar
Monk Mortar
Monk Mortar
Monk
Mortar
Mortar Monk
Mortar
Mortar
Mortar
Monk Mortar
Mortar Monk
Mortar Mother Witch Monk
Monk
Monk
Mortar Monk
Mother Witch Mortar
Mortar Monk
Mortar Monk
Mortar
Mother Witch
Mortar
Monk
P.E.K.K.A
Monk
Monk
Mortar
Monk
P.E.K.K.A
Mortar Monk
P.E.K.K.A
Mortar Monk

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