My Best Clash Royale Deck

Deck Check Rating

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

3 problems 7 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 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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!
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.

Witch Magic Archer 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.

Royal Giant Giant Witch Bowler Magic Archer Ram Rider

Offensive cards

Win conditions

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

Royal Giant Giant 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.

Royal Giant Elite Barbarians Giant 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.

Royal Giant Elite Barbarians Giant Magic Archer 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 Magic Archer 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
Royal Giant Elite Barbarians Giant Skeleton Army Ram Rider
Giant Snowball
Skeleton Army Witch Ram Rider
Zap
Royal Giant Skeleton Army Witch Ram Rider
Barbarian Barrel
Elite Barbarians Skeleton Army Witch Magic Archer
The Log
Royal Giant Elite Barbarians Skeleton Army Witch Ram Rider
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Elite Barbarians Skeleton Army Witch Bowler Magic Archer Ram Rider
Fireball
Elite Barbarians Skeleton Army Witch Bowler Magic Archer Ram Rider
Poison
Skeleton Army Witch Magic Archer
Lightning
Elite Barbarians Witch Bowler Magic Archer Ram Rider
Rocket
Elite Barbarians Witch Bowler Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bowler Magic Archer

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.

Skeleton Army Bowler

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 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.

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.

Skeleton Army Magic Archer Giant Witch Bowler Ram Rider Royal Giant Elite Barbarians

Shortest cycle

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

17 Skeleton Army Magic Archer Giant Witch

Attack Synergies 1 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.

Royal Giant
Elite Barbarians Witch Bowler Magic Archer
Elite Barbarians
Royal Giant
Giant
Witch Bowler Magic Archer
Skeleton Army
Witch
Royal Giant Giant Bowler Ram Rider
Bowler
Royal Giant Giant Witch Magic Archer Ram Rider
Magic Archer
Ram Rider Royal Giant Giant Bowler
Ram Rider
Magic Archer Witch Bowler

Defense Synergies 0 3

Royal Giant
Elite Barbarians
Giant
Skeleton Army
Magic Archer
Witch
Bowler
Bowler
Witch
Magic Archer
Skeleton Army Ram Rider
Ram Rider
Magic Archer

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.

Bowler Magic Archer Ram Rider
Elite Barbarians Skeleton Army Witch Ram Rider
Skeleton Army Witch Bowler Ram Rider Elite Barbarians
Elite Barbarians Skeleton Army Witch Bowler Ram Rider
Elite Barbarians Skeleton Army Bowler
Skeleton Army Bowler Magic Archer
Ram Rider Witch Magic Archer
Bowler Magic Archer Ram Rider
Witch Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Bowler
Skeleton Army Witch Bowler Magic Archer Ram Rider
Witch Magic Archer Ram Rider
Skeleton Army Bowler Elite Barbarians Witch Ram Rider
Skeleton Army Bowler Witch Magic Archer
Elite Barbarians Skeleton Army Ram Rider
Skeleton Army Elite Barbarians Bowler Ram Rider
Elite Barbarians Skeleton Army Witch Bowler
Elite Barbarians Skeleton Army Witch Bowler Magic Archer Ram Rider
Witch Bowler Magic Archer Ram Rider
Elite Barbarians Ram Rider
Skeleton Army Bowler Elite Barbarians Witch

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians Witch Bowler
Elite Barbarians Bowler Magic Archer
Skeleton Army Elite Barbarians Witch Bowler Ram Rider
Skeleton Army Bowler Elite Barbarians Ram Rider
Elite Barbarians Skeleton Army Witch Bowler Ram Rider
Witch Magic Archer Ram Rider
Skeleton Army Elite Barbarians Witch Bowler Ram Rider
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Witch Magic Archer
Witch Skeleton Army
Elite Barbarians Witch Bowler
Skeleton Army Elite Barbarians Bowler
Elite Barbarians Skeleton Army Bowler Witch Ram Rider
Skeleton Army Witch Bowler Magic Archer
Elite Barbarians Skeleton Army Witch Bowler Magic Archer
Bowler Elite Barbarians Witch Magic Archer

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.)

Magic Archer
Bowler Magic Archer Ram Rider
Magic Archer
Bowler Magic Archer
Witch Magic Archer Ram Rider
Witch Bowler Magic Archer
Bowler Magic Archer Ram Rider
Ram Rider
Elite Barbarians Bowler
Bowler Magic Archer Ram Rider
Magic Archer
Elite Barbarians Bowler Magic Archer
Magic Archer
Elite Barbarians Magic Archer
Witch Bowler Magic Archer
Magic Archer Bowler
Bowler Magic Archer
Witch Bowler Magic Archer
Bowler Magic Archer
Bowler
Witch Bowler Magic Archer
Witch
Witch Bowler Magic Archer Ram Rider
Witch Bowler Magic Archer Ram Rider
Magic Archer
Elite Barbarians Witch Magic Archer
Witch
Elite Barbarians Bowler
Magic Archer
Magic Archer
Bowler Magic Archer
Skeleton Army Witch Magic Archer
Witch Magic Archer Ram Rider
Bowler Magic Archer
Bowler Magic Archer
Elite Barbarians
Elite Barbarians Witch Bowler Magic Archer
Witch Magic Archer
Witch Bowler Magic Archer
Bowler

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