My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Zappies 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.

Royal Giant Zappies Giant Skeleton Royal Ghost Fisherman Mother Witch

Offensive cards

Win conditions

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

Royal 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.

Royal Giant Royal Ghost

Pump responses

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

Missing

Dropped at the bridge

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

Goblins Royal Giant Giant Skeleton Royal Ghost

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.

Giant Skeleton Royal Ghost

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
Royal Giant Giant Skeleton Fisherman
Giant Snowball
Goblins Zappies Fisherman
Zap
Goblins Royal Giant Zappies Fisherman
Barbarian Barrel
Goblins Zappies Giant Skeleton Royal Ghost
The Log
Goblins Royal Giant Zappies Giant Skeleton Fisherman
Earthquake
Zappies
Arrows
Goblins Zappies
Royal Delivery
Goblins Zappies Giant Skeleton Royal Ghost Fisherman Mother Witch
Fireball
Zappies Fisherman Mother Witch
Poison
Zappies Fisherman Mother Witch
Lightning
Fisherman Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Ghost

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.

Arrows Giant Skeleton Royal Ghost 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.

Royal Giant

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

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.

Goblins Arrows Royal Ghost Fisherman Zappies Mother Witch Royal Giant Giant Skeleton

Shortest cycle

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

11 Goblins Arrows Royal Ghost Fisherman

Attack Synergies 3 12

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
Royal Giant
Arrows
Royal Giant Giant Skeleton Mother Witch
Royal Giant
Arrows Fisherman Mother Witch Goblins Zappies Giant Skeleton Royal Ghost
Zappies
Royal Giant Giant Skeleton Royal Ghost
Giant Skeleton
Arrows Royal Giant Zappies Fisherman Mother Witch
Royal Ghost
Royal Giant Zappies Fisherman Mother Witch
Fisherman
Royal Giant Giant Skeleton Royal Ghost
Mother Witch
Royal Giant Arrows Giant Skeleton Royal Ghost

Defense Synergies 0 11

Goblins
Zappies Giant Skeleton Fisherman
Arrows
Giant Skeleton Mother Witch
Royal Giant
Zappies
Goblins Giant Skeleton Fisherman Mother Witch
Giant Skeleton
Goblins Arrows Zappies Mother Witch
Royal Ghost
Mother Witch
Fisherman
Goblins Zappies Mother Witch
Mother Witch
Arrows Zappies Giant Skeleton Royal Ghost 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.

Zappies
Goblins Zappies Fisherman
Fisherman Goblins Zappies Giant Skeleton
Goblins Zappies Fisherman
Arrows Giant Skeleton
Arrows Goblins Zappies Royal Ghost Mother Witch
Arrows Zappies
Arrows Giant Skeleton
Zappies Goblins Fisherman
Goblins Zappies Giant Skeleton Royal Ghost Fisherman
Goblins Mother Witch Arrows Zappies Giant Skeleton Royal Ghost Fisherman
Arrows Zappies
Zappies Giant Skeleton
Goblins Arrows Zappies Royal Ghost
Zappies
Zappies Fisherman
Goblins Arrows Zappies Fisherman
Arrows Goblins Zappies Royal Ghost Fisherman
Arrows Zappies Giant Skeleton Royal Ghost Fisherman Mother Witch
Zappies Fisherman
Royal Ghost Goblins Arrows Zappies Giant Skeleton Fisherman Mother Witch

Counters to secondary win conditions

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

Goblins Zappies Giant Skeleton Royal Ghost Fisherman
Arrows Royal Ghost Fisherman
Zappies Giant Skeleton Goblins Fisherman
Giant Skeleton Zappies Fisherman
Giant Skeleton Zappies Fisherman
Arrows Mother Witch Zappies
Goblins Zappies Giant Skeleton
Giant Skeleton Zappies Fisherman
Giant Skeleton Goblins Zappies
Zappies
Zappies Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Zappies
Zappies
Zappies Goblins Giant Skeleton Fisherman
Arrows Zappies Giant Skeleton Royal Ghost Mother Witch
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 Giant Skeleton Royal Ghost
Arrows Royal Ghost Fisherman
Arrows Giant Skeleton
Arrows Giant Skeleton
Arrows
Arrows Mother Witch
Arrows
Arrows
Arrows Fisherman
Goblins Fisherman
Arrows Fisherman
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Fisherman
Arrows Fisherman
Arrows Mother Witch
Giant Skeleton
Arrows
Fisherman
Arrows
Arrows Mother Witch
Fisherman
Arrows Royal Ghost Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Mother Witch
Zappies
Arrows
Arrows Zappies
Giant Skeleton
Arrows
Zappies
Arrows Zappies
Arrows
Arrows
Arrows Giant Skeleton
Zappies Giant Skeleton
Zappies
Giant Skeleton Royal Ghost

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