My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 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!
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 Goblin Giant

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.

Elixir Collector Witch Goblin Giant Skeleton King

Offensive cards

Win conditions

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

Hog Rider Goblin Giant

Damage spells

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

Arrows

Punishments

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

Hog Rider Goblin Giant

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.

Hog Rider Goblin Giant Skeleton King

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
Hog Rider Guards Skeleton Army Skeleton King
Giant Snowball
Hog Rider Guards Skeleton Army Witch Skeleton King
Zap
Guards Skeleton Army Witch Goblin Giant Skeleton King
Barbarian Barrel
Guards Skeleton Army Witch Skeleton King
The Log
Hog Rider Guards Skeleton Army Witch Skeleton King
Earthquake
Hog Rider Elixir Collector Guards Skeleton Army Witch Skeleton King
Arrows
Guards Skeleton Army Witch Skeleton King
Royal Delivery
Hog Rider Guards Skeleton Army Witch Skeleton King
Fireball
Hog Rider Elixir Collector Skeleton Army Witch Skeleton King
Poison
Elixir Collector Guards Skeleton Army Witch Skeleton King
Lightning
Elixir Collector Witch Skeleton King
Rocket
Hog Rider Elixir Collector Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Skeleton King

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.

Arrows Elixir Collector Guards 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.

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.

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.

Arrows Guards Skeleton Army Hog Rider Skeleton King Witch Elixir Collector Goblin Giant

Shortest cycle

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

13 Arrows Guards Skeleton Army Hog Rider

Attack Synergies 2 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.

Arrows
Hog Rider Goblin Giant
Hog Rider
Arrows Guards Witch
Elixir Collector
Guards
Hog Rider
Skeleton Army
Skeleton King
Witch
Hog Rider Goblin Giant Skeleton King
Goblin Giant
Arrows Witch
Skeleton King
Skeleton Army Witch

Defense Synergies 0 3

Arrows
Hog Rider
Elixir Collector
Guards
Skeleton Army Witch
Skeleton Army
Guards Skeleton King
Witch
Guards
Goblin Giant
Skeleton King
Skeleton Army

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.

Goblin Giant
Skeleton Army Witch
Skeleton Army Witch
Skeleton Army Witch Guards Skeleton King
Arrows Skeleton Army
Arrows Skeleton Army Guards
Arrows Witch
Arrows Goblin Giant
Witch Skeleton Army Skeleton King
Guards Skeleton Army
Guards Skeleton Army Witch Arrows Goblin Giant Skeleton King
Arrows Witch
Skeleton Army Guards Witch
Skeleton Army Arrows Guards Witch Skeleton King
Skeleton Army Skeleton King
Skeleton Army
Arrows Skeleton Army Witch
Arrows Guards Skeleton Army Witch
Arrows Witch Guards
Skeleton Army Arrows Guards Witch Goblin Giant

Counters to secondary win conditions

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

Guards Skeleton Army Witch
Arrows
Guards Skeleton Army Witch Goblin Giant
Guards Skeleton Army Goblin Giant
Guards Skeleton Army Witch Goblin Giant
Arrows Witch Goblin Giant
Guards Skeleton Army Witch Goblin Giant
Skeleton Army Goblin Giant
Skeleton Army Witch
Witch Guards Skeleton Army Goblin Giant
Guards Witch
Skeleton Army Arrows Guards Goblin Giant
Skeleton Army Guards Witch Goblin Giant Skeleton King
Skeleton Army Witch
Guards Skeleton Army Witch Goblin Giant Skeleton King
Arrows Witch Skeleton King
Arrows

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.)

Arrows Guards
Arrows
Arrows Goblin Giant
Arrows Guards
Arrows
Arrows Witch Goblin Giant
Arrows Witch
Arrows
Arrows
Guards
Arrows
Arrows
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Arrows Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Arrows Witch
Guards Witch
Arrows
Arrows
Arrows
Guards Skeleton Army Witch
Arrows Witch
Arrows
Arrows Skeleton King
Arrows
Guards Witch Skeleton King
Witch
Witch Goblin Giant

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