My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding 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 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 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 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.

Baby Dragon Witch Ram Rider

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.

Knight Baby Dragon Witch Ram Rider

Offensive cards

Win conditions

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

Hog Rider Ram Rider

Damage spells

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

Missing

Punishments

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

Elite Barbarians Hog Rider Ram Rider

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.

Knight Barbarians Elite Barbarians Hog Rider Baby Dragon Ram 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.

Elite Barbarians Hog Rider Ram 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
Elite Barbarians Hog Rider Skeleton Army Ram Rider
Giant Snowball
Barbarians Hog Rider Skeleton Army Baby Dragon Witch Ram Rider
Zap
Skeleton Army Witch Ram Rider
Barbarian Barrel
Knight Barbarians Elite Barbarians Skeleton Army Witch
The Log
Barbarians Elite Barbarians Hog Rider Skeleton Army Witch Ram Rider
Earthquake
Barbarians Hog Rider Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Knight Barbarians Elite Barbarians Hog Rider Skeleton Army Baby Dragon Witch Ram Rider
Fireball
Barbarians Elite Barbarians Hog Rider Skeleton Army Baby Dragon Witch Ram Rider
Poison
Barbarians Skeleton Army Witch
Lightning
Knight Elite Barbarians Baby Dragon Witch Ram Rider
Rocket
Barbarians Elite Barbarians Hog Rider Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Skeleton Army Baby Dragon

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.

Elite Barbarians 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Skeleton Army Hog Rider Baby Dragon Barbarians Witch Ram Rider Elite Barbarians

Shortest cycle

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

14 Knight Skeleton Army Hog Rider Baby Dragon

Attack Synergies 2 10

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.

Knight
Hog Rider Baby Dragon Elite Barbarians Witch Ram Rider
Barbarians
Hog Rider
Elite Barbarians
Knight Hog Rider
Hog Rider
Knight Barbarians Elite Barbarians Baby Dragon Witch
Skeleton Army
Baby Dragon
Knight Hog Rider Witch Ram Rider
Witch
Knight Hog Rider Baby Dragon Ram Rider
Ram Rider
Knight Baby Dragon Witch

Defense Synergies 0 5

Knight
Skeleton Army Baby Dragon Witch
Barbarians
Skeleton Army
Elite Barbarians
Hog Rider
Skeleton Army
Knight Barbarians
Baby Dragon
Knight Witch
Witch
Knight Baby Dragon
Ram Rider

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.

Knight Baby Dragon Ram Rider
Barbarians Elite Barbarians Skeleton Army Knight Witch Ram Rider
Barbarians Skeleton Army Witch Ram Rider Knight Elite Barbarians
Barbarians Elite Barbarians Skeleton Army Witch Knight Ram Rider
Barbarians Elite Barbarians Skeleton Army
Skeleton Army Baby Dragon
Ram Rider Baby Dragon Witch
Barbarians Baby Dragon Ram Rider
Barbarians Witch Elite Barbarians Skeleton Army
Knight Elite Barbarians Skeleton Army Barbarians
Barbarians Skeleton Army Witch Knight Baby Dragon Ram Rider
Baby Dragon Witch Ram Rider
Barbarians Skeleton Army Knight Elite Barbarians Witch Ram Rider
Skeleton Army Barbarians Baby Dragon Witch
Barbarians Elite Barbarians Skeleton Army Knight Ram Rider
Barbarians Skeleton Army Elite Barbarians Ram Rider
Barbarians Knight Elite Barbarians Skeleton Army Witch
Knight Barbarians Elite Barbarians Skeleton Army Baby Dragon Witch Ram Rider
Baby Dragon Witch Knight Barbarians Ram Rider
Barbarians Elite Barbarians Ram Rider
Skeleton Army Knight Barbarians Elite Barbarians Baby Dragon Witch
Elite Barbarians Skeleton Army

Counters to secondary win conditions

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

Knight Barbarians Skeleton Army Elite Barbarians Witch
Knight Elite Barbarians Baby Dragon
Barbarians Skeleton Army Knight Elite Barbarians Witch Ram Rider
Skeleton Army Knight Barbarians Elite Barbarians Ram Rider
Barbarians Knight Elite Barbarians Skeleton Army Witch Ram Rider
Baby Dragon Witch Ram Rider
Skeleton Army Knight Barbarians Elite Barbarians Witch Ram Rider
Knight Barbarians Elite Barbarians Skeleton Army
Knight Barbarians Elite Barbarians Skeleton Army Baby Dragon Witch
Witch Barbarians Skeleton Army
Knight Barbarians Elite Barbarians Witch
Skeleton Army Barbarians Elite Barbarians
Barbarians Elite Barbarians Skeleton Army Knight Witch Ram Rider
Barbarians Skeleton Army Baby Dragon Witch
Barbarians Elite Barbarians Skeleton Army Witch Knight Baby Dragon
Barbarians Elite Barbarians Baby Dragon Witch

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.)

Knight Baby Dragon
Baby Dragon Ram Rider
Baby Dragon
Knight Barbarians
Baby Dragon
Baby Dragon Witch Ram Rider
Baby Dragon Witch
Baby Dragon Ram Rider
Ram Rider
Elite Barbarians
Knight Ram Rider
Baby Dragon
Knight Elite Barbarians Baby Dragon
Baby Dragon
Elite Barbarians Baby Dragon
Baby Dragon Witch
Baby Dragon
Baby Dragon
Baby Dragon Witch
Baby Dragon
Barbarians Baby Dragon
Baby Dragon Witch
Witch
Baby Dragon Witch Ram Rider
Baby Dragon Witch Ram Rider
Baby Dragon
Elite Barbarians Baby Dragon Witch
Witch
Elite Barbarians
Barbarians Skeleton Army Witch
Baby Dragon Witch Ram Rider
Knight Baby Dragon
Baby Dragon
Elite Barbarians
Elite Barbarians Baby Dragon Witch
Witch
Baby Dragon Witch

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