My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Archers Skeleton Dragons Mother 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.

Archers Skeleton Dragons Fisherman Mother Witch

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball Void

Punishments

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

Hog Rider

Pump responses

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

Fireball Void

Dropped at the bridge

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

Goblins Hog Rider

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
Archers Hog Rider Fisherman
Giant Snowball
Goblins Archers Skeleton Dragons Hog Rider Fisherman
Zap
Goblins Archers Fisherman
Barbarian Barrel
Goblins Archers
The Log
Goblins Archers Hog Rider Fisherman
Earthquake
Archers Hog Rider
Arrows
Goblins Archers Skeleton Dragons
Royal Delivery
Goblins Archers Skeleton Dragons Hog Rider Fisherman Mother Witch
Fireball
Archers Skeleton Dragons Hog Rider Fisherman Mother Witch
Poison
Archers Skeleton Dragons Fisherman Mother Witch
Lightning
Skeleton Dragons Fisherman Mother Witch
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton Dragons Fireball

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.

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.

Fireball

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.

Goblins Fireball

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.

Goblins Archers Void Fisherman Skeleton Dragons Fireball Hog Rider Mother Witch

Shortest cycle

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

11 Goblins Archers Void Fisherman

Attack Synergies 2 7

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.

Goblins
Hog Rider Archers
Archers
Goblins Hog Rider Fisherman
Skeleton Dragons
Hog Rider Fisherman
Fireball
Hog Rider
Hog Rider
Goblins Fireball Archers Skeleton Dragons Void Mother Witch
Void
Hog Rider
Fisherman
Archers Skeleton Dragons
Mother Witch
Hog Rider

Defense Synergies 0 8

Goblins
Archers Skeleton Dragons Fisherman
Archers
Goblins Skeleton Dragons Fisherman
Skeleton Dragons
Goblins Archers Fireball Fisherman
Fireball
Skeleton Dragons
Hog Rider
Void
Fisherman
Goblins Archers Skeleton Dragons Mother Witch
Mother Witch
Fisherman

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 Void
Goblins Skeleton Dragons Fisherman
Fisherman Goblins Archers Skeleton Dragons Void
Goblins Skeleton Dragons Fisherman
Fireball
Fireball Goblins Archers Skeleton Dragons Mother Witch
Skeleton Dragons Archers Fireball Void
Skeleton Dragons Fireball Void
Goblins Fisherman
Goblins Archers Fisherman
Goblins Archers Skeleton Dragons Mother Witch Fireball Fisherman
Skeleton Dragons Archers Fireball
Skeleton Dragons Fireball
Fireball Goblins Skeleton Dragons
Fireball Fisherman
Goblins Skeleton Dragons Fireball Fisherman
Fireball Goblins Archers Skeleton Dragons Fisherman
Archers Skeleton Dragons Fireball Fisherman Mother Witch
Fisherman
Skeleton Dragons Goblins Archers Fireball Fisherman Mother Witch

Counters to secondary win conditions

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

Goblins Archers Fireball Void Fisherman
Fireball Void Archers Skeleton Dragons Fisherman
Goblins Fisherman
Fireball Fisherman
Fisherman
Skeleton Dragons Fireball Mother Witch Archers
Goblins Archers Fireball Void
Fisherman
Void Goblins Skeleton Dragons Fireball
Skeleton Dragons
Fireball Void
Fireball
Archers Skeleton Dragons Fireball
Goblins Archers Skeleton Dragons Fireball Fisherman
Archers Skeleton Dragons Fireball Mother Witch
Fireball Void

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 Void Skeleton Dragons
Fireball Void Skeleton Dragons Fisherman
Skeleton Dragons Fireball Void
Skeleton Dragons Fireball Void
Fireball Skeleton Dragons
Skeleton Dragons Fireball Mother Witch
Archers Skeleton Dragons
Fireball Skeleton Dragons
Fireball Void Skeleton Dragons Fisherman
Goblins Fireball Void Fisherman
Void Skeleton Dragons Fireball Fisherman
Fireball Void Archers Skeleton Dragons
Skeleton Dragons Fireball Void Fisherman
Skeleton Dragons Fireball Void Fisherman
Skeleton Dragons Fireball Fisherman
Skeleton Dragons Fireball
Skeleton Dragons Fireball
Fireball
Skeleton Dragons Fisherman
Void Archers Skeleton Dragons Fireball Fisherman
Skeleton Dragons Fireball Void Mother Witch
Skeleton Dragons Fireball Void
Skeleton Dragons Fireball Void
Void Fisherman
Skeleton Dragons Fireball Void
Mother Witch Skeleton Dragons Fireball
Fisherman
Fireball Void Skeleton Dragons Fisherman
Fireball Void Skeleton Dragons Fisherman
Fireball Void Skeleton Dragons Fisherman
Archers Skeleton Dragons Fireball Void Mother Witch
Skeleton Dragons Fireball Void
Fireball Void
Void Skeleton Dragons Fireball
Void Skeleton Dragons Fireball
Fireball
Archers Fireball Void
Fireball Archers Skeleton Dragons
Fireball
Fireball Void Skeleton Dragons
Skeleton Dragons Fireball
Void Fireball
Skeleton Dragons
Skeleton Dragons Fireball
Skeleton Dragons Fireball Void
Void Fireball
Fireball Skeleton Dragons Void
Void

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