My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro Wizard

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.

Bomber Giant Witch Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Rocket

Punishments

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

Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Battle Healer Giant

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.

Electro Wizard

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
Bomber Giant Skeleton Army
Giant Snowball
Bomber Skeleton Army Witch
Zap
Bomber Skeleton Army Witch
Barbarian Barrel
Bomber Skeleton Army Witch Electro Wizard
The Log
Bomber Skeleton Army Witch
Earthquake
Bomber Skeleton Army Witch
Arrows
Bomber Skeleton Army Witch
Royal Delivery
Bomber Battle Healer Skeleton Army Witch Electro Wizard
Fireball
Bomber Battle Healer Skeleton Army Witch Electro Wizard
Poison
Bomber Battle Healer Skeleton Army Witch Electro Wizard
Lightning
Battle Healer Witch Electro Wizard
Rocket
Battle Healer Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Rocket

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 Battle Healer Rocket 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 Electro Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Skeleton Army Battle Healer Electro Wizard Giant Witch Rocket

Shortest cycle

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

12 Bomber Arrows Skeleton Army Battle Healer

Attack Synergies 2 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.

Bomber
Giant Battle Healer
Arrows
Giant Battle Healer
Battle Healer
Bomber Arrows Giant Witch Electro Wizard
Giant
Bomber Arrows Battle Healer Rocket Witch Electro Wizard
Rocket
Giant
Skeleton Army
Witch
Battle Healer Giant
Electro Wizard
Battle Healer Giant

Defense Synergies 0 6

Bomber
Electro Wizard
Arrows
Battle Healer
Battle Healer
Arrows Witch Electro Wizard
Giant
Rocket
Skeleton Army
Electro Wizard
Witch
Battle Healer Electro Wizard
Electro Wizard
Bomber Battle Healer Skeleton Army 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.

Rocket Bomber Electro Wizard
Skeleton Army Battle Healer Witch Electro Wizard
Rocket Skeleton Army Witch Bomber Electro Wizard
Skeleton Army Witch Electro Wizard
Bomber Arrows Battle Healer Rocket Skeleton Army
Arrows Skeleton Army Bomber Electro Wizard
Rocket Electro Wizard Arrows Witch
Rocket Arrows Battle Healer Electro Wizard
Witch Skeleton Army
Skeleton Army Bomber Battle Healer Electro Wizard
Skeleton Army Witch Electro Wizard Bomber Arrows
Arrows Witch Electro Wizard
Skeleton Army Bomber Battle Healer Rocket Witch Electro Wizard
Bomber Rocket Skeleton Army Arrows Witch Electro Wizard
Skeleton Army Electro Wizard
Rocket Skeleton Army Electro Wizard
Bomber Arrows Skeleton Army Witch Electro Wizard
Arrows Bomber Battle Healer Skeleton Army Witch Electro Wizard
Arrows Witch Bomber Battle Healer Electro Wizard
Electro Wizard
Bomber Skeleton Army Arrows Battle Healer Witch Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Battle Healer Witch Electro Wizard
Electro Wizard Bomber Arrows Battle Healer Rocket
Skeleton Army Battle Healer Rocket Witch Electro Wizard
Rocket Skeleton Army Battle Healer Electro Wizard
Battle Healer Skeleton Army Witch
Arrows Rocket Witch Electro Wizard
Rocket Skeleton Army Battle Healer Witch Electro Wizard
Battle Healer Skeleton Army
Rocket Electro Wizard Skeleton Army Witch
Witch Skeleton Army
Witch
Rocket Skeleton Army Arrows Electro Wizard
Rocket Skeleton Army Witch
Bomber Skeleton Army Witch
Skeleton Army Witch Electro Wizard Bomber Battle Healer Rocket
Arrows Bomber Battle Healer Witch Electro Wizard
Bomber Arrows Electro Wizard

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 Rocket
Arrows Electro Wizard
Rocket Arrows
Arrows Rocket
Bomber Rocket Arrows
Arrows Rocket Witch
Bomber Arrows Witch
Arrows
Arrows
Rocket Electro Wizard
Rocket Arrows Electro Wizard
Arrows Rocket
Rocket
Arrows Rocket
Arrows
Rocket Bomber Arrows Witch
Arrows Rocket
Arrows Rocket
Bomber Rocket
Rocket Bomber Arrows Electro Wizard
Rocket Bomber Arrows Witch
Rocket
Rocket Arrows
Rocket
Rocket Arrows
Arrows Bomber Witch
Witch
Arrows Witch Electro Wizard
Arrows Witch
Rocket Arrows
Arrows Witch Electro Wizard
Rocket Electro Wizard Witch
Bomber Arrows Rocket
Rocket Arrows Electro Wizard
Rocket Arrows
Electro Wizard Rocket Skeleton Army Witch
Rocket Arrows Witch Electro Wizard
Arrows
Rocket Electro Wizard
Arrows Bomber
Rocket Arrows
Rocket Witch Electro Wizard
Rocket Witch Electro Wizard
Rocket Witch Electro Wizard
Rocket

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