My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!
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!
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.

Skeleton Dragons 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.

Skeleton Dragons Goblin Hut Witch

Offensive cards

Win conditions

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

Hog Rider Royal Hogs

Damage spells

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

Fireball

Punishments

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

Hog Rider Royal Hogs

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 Royal Hogs

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 Royal Hogs

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

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton Dragons 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.

Skeleton Army Skeleton Dragons Fireball Hog Rider Barbarians Goblin Hut Royal Hogs Witch

Shortest cycle

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

15 Skeleton Army Skeleton Dragons Fireball Hog Rider

Attack Synergies 1 8

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.

Skeleton Dragons
Hog Rider Goblin Hut Royal Hogs
Barbarians
Hog Rider
Fireball
Hog Rider Royal Hogs
Hog Rider
Fireball Skeleton Dragons Barbarians Goblin Hut Witch
Goblin Hut
Skeleton Dragons Hog Rider Royal Hogs
Royal Hogs
Skeleton Dragons Fireball Goblin Hut
Skeleton Army
Witch
Hog Rider

Defense Synergies 0 7

Skeleton Dragons
Barbarians Fireball Goblin Hut Skeleton Army
Barbarians
Skeleton Dragons Skeleton Army
Fireball
Skeleton Dragons Goblin Hut
Hog Rider
Goblin Hut
Skeleton Dragons Fireball Skeleton Army
Royal Hogs
Skeleton Army
Skeleton Dragons Barbarians Goblin Hut
Witch

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 Dragons Fireball Goblin Hut
Barbarians Skeleton Army Skeleton Dragons Goblin Hut Witch
Barbarians Goblin Hut Skeleton Army Witch Skeleton Dragons
Barbarians Goblin Hut Skeleton Army Witch Skeleton Dragons
Barbarians Fireball Skeleton Army
Fireball Skeleton Army Skeleton Dragons
Skeleton Dragons Fireball Goblin Hut Witch
Skeleton Dragons Barbarians Fireball
Barbarians Witch Goblin Hut Skeleton Army
Skeleton Army Barbarians
Skeleton Dragons Barbarians Skeleton Army Witch Fireball Goblin Hut
Skeleton Dragons Fireball Goblin Hut Witch
Barbarians Goblin Hut Skeleton Army Skeleton Dragons Fireball Witch
Fireball Skeleton Army Skeleton Dragons Barbarians Goblin Hut Witch
Barbarians Skeleton Army Goblin Hut
Barbarians Skeleton Army Fireball Goblin Hut
Barbarians Skeleton Dragons Fireball Goblin Hut Skeleton Army Witch
Fireball Skeleton Dragons Barbarians Goblin Hut Skeleton Army Witch
Witch Skeleton Dragons Barbarians Fireball Goblin Hut
Barbarians Goblin Hut
Skeleton Dragons Skeleton Army Barbarians Fireball Witch

Counters to secondary win conditions

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

Barbarians Skeleton Army Fireball Goblin Hut Witch
Fireball Skeleton Dragons
Barbarians Skeleton Army Goblin Hut Witch
Skeleton Army Barbarians Fireball
Barbarians Goblin Hut Skeleton Army Witch
Skeleton Dragons Fireball Goblin Hut Witch
Skeleton Army Barbarians Fireball Goblin Hut Witch
Barbarians Skeleton Army
Skeleton Dragons Barbarians Fireball Goblin Hut Skeleton Army Witch
Witch Skeleton Dragons Barbarians Goblin Hut Skeleton Army
Barbarians Goblin Hut Witch
Skeleton Army Barbarians Fireball
Barbarians Skeleton Army Fireball Witch
Skeleton Dragons Barbarians Fireball Skeleton Army Witch
Barbarians Goblin Hut Skeleton Army Witch Skeleton Dragons Fireball
Skeleton Dragons Barbarians Fireball Goblin Hut Witch
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 Skeleton Dragons
Fireball Skeleton Dragons
Skeleton Dragons Fireball Goblin Hut
Skeleton Dragons Barbarians Fireball
Fireball Skeleton Dragons
Skeleton Dragons Fireball Witch
Skeleton Dragons Witch
Fireball Skeleton Dragons
Fireball Skeleton Dragons
Fireball
Skeleton Dragons Fireball
Fireball Skeleton Dragons
Skeleton Dragons Fireball Goblin Hut
Skeleton Dragons Fireball
Skeleton Dragons Fireball Goblin Hut
Skeleton Dragons Fireball Goblin Hut Witch
Skeleton Dragons Fireball Goblin Hut
Fireball
Skeleton Dragons
Skeleton Dragons Fireball
Skeleton Dragons Fireball Witch
Skeleton Dragons Fireball
Skeleton Dragons Fireball
Skeleton Dragons Barbarians Fireball
Skeleton Dragons Fireball Witch
Witch
Fireball Skeleton Dragons Witch
Fireball Skeleton Dragons Witch
Fireball Skeleton Dragons
Skeleton Dragons Fireball Witch
Skeleton Dragons Fireball Goblin Hut Witch
Fireball
Skeleton Dragons Fireball
Skeleton Dragons Fireball
Fireball
Barbarians Fireball Goblin Hut Skeleton Army Witch
Fireball Skeleton Dragons Witch
Fireball
Fireball Skeleton Dragons
Skeleton Dragons Fireball
Fireball
Skeleton Dragons
Skeleton Dragons Fireball Witch
Skeleton Dragons Fireball Witch
Fireball Witch
Fireball Skeleton Dragons

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