My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Baby Dragon Witch

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 Baby Dragon Witch P.E.K.K.A

Offensive cards

Win conditions

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

Royal Hogs Goblin Barrel

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.

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.

Royal Hogs Baby Dragon 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

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 Royal Hogs Goblin Barrel Skeleton Army
Giant Snowball
Bomber Royal Hogs Goblin Barrel Skeleton Army Baby Dragon Witch
Zap
Bomber Royal Hogs Goblin Barrel Skeleton Army Witch
Barbarian Barrel
Bomber Royal Hogs Goblin Barrel Skeleton Army Witch
The Log
Bomber Royal Hogs Goblin Barrel Skeleton Army Witch
Earthquake
Bomber Royal Hogs Goblin Barrel Skeleton Army Witch
Arrows
Bomber Royal Hogs Goblin Barrel Skeleton Army Witch
Royal Delivery
Bomber Royal Hogs Goblin Barrel Skeleton Army Baby Dragon Witch P.E.K.K.A
Fireball
Bomber Royal Hogs Goblin Barrel Skeleton Army Baby Dragon Witch
Poison
Bomber Royal Hogs Skeleton Army Witch
Lightning
Baby Dragon Witch
Rocket
Royal Hogs Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Baby Dragon

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 Skeleton Army Baby Dragon P.E.K.K.A

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 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.

Goblin Barrel 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Goblin Barrel Skeleton Army Baby Dragon Royal Hogs Witch P.E.K.K.A

Shortest cycle

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

11 Bomber Arrows Goblin Barrel Skeleton Army

Attack Synergies 2 11

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
Royal Hogs Baby Dragon P.E.K.K.A
Arrows
Royal Hogs P.E.K.K.A Goblin Barrel
Royal Hogs
Arrows Bomber Goblin Barrel
Goblin Barrel
Arrows Royal Hogs Skeleton Army Baby Dragon P.E.K.K.A
Skeleton Army
Goblin Barrel
Baby Dragon
Bomber Goblin Barrel Witch P.E.K.K.A
Witch
Baby Dragon P.E.K.K.A
P.E.K.K.A
Arrows Bomber Goblin Barrel Baby Dragon Witch

Defense Synergies 0 4

Bomber
P.E.K.K.A
Arrows
P.E.K.K.A
Royal Hogs
Goblin Barrel
Skeleton Army
Baby Dragon
Witch P.E.K.K.A
Witch
Baby Dragon
P.E.K.K.A
Bomber Arrows Baby Dragon

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.

Bomber Baby Dragon
Skeleton Army P.E.K.K.A Witch
Skeleton Army Witch P.E.K.K.A Bomber
Skeleton Army Witch P.E.K.K.A
Bomber Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Bomber Baby Dragon
Arrows Baby Dragon Witch
Arrows Baby Dragon P.E.K.K.A
Witch P.E.K.K.A Skeleton Army
Skeleton Army Bomber
Skeleton Army Witch Bomber Arrows Baby Dragon
Arrows Baby Dragon Witch
Skeleton Army P.E.K.K.A Bomber Witch
Bomber Skeleton Army Arrows Baby Dragon Witch P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Bomber Arrows Skeleton Army Witch P.E.K.K.A
Arrows Bomber Skeleton Army Baby Dragon Witch
Arrows Baby Dragon Witch Bomber
P.E.K.K.A
Bomber Skeleton Army Arrows Baby Dragon Witch P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Witch P.E.K.K.A
Bomber Arrows Baby Dragon
Skeleton Army P.E.K.K.A Witch
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeleton Army Witch
Arrows Baby Dragon Witch
Skeleton Army P.E.K.K.A Witch
P.E.K.K.A Skeleton Army
P.E.K.K.A Skeleton Army Baby Dragon Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Arrows
Skeleton Army P.E.K.K.A Witch
Bomber Skeleton Army Baby Dragon Witch
Skeleton Army Witch Bomber Baby Dragon P.E.K.K.A
Arrows Bomber Baby Dragon Witch P.E.K.K.A
Bomber 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 Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bomber Arrows Baby Dragon
Arrows Baby Dragon Witch
Bomber Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows
Arrows
Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Bomber Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows
Bomber
Bomber Arrows Baby Dragon
Bomber Arrows Baby Dragon Witch
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Bomber Baby Dragon Witch
Witch
Arrows Baby Dragon Witch
Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows Baby Dragon Witch
Witch
Bomber Arrows
Arrows
P.E.K.K.A
Arrows
Skeleton Army Witch
Arrows Baby Dragon Witch
Arrows
Baby Dragon
Arrows Bomber Baby Dragon
Arrows
P.E.K.K.A
Baby Dragon Witch
Witch
Baby Dragon Witch
P.E.K.K.A

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