My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Night 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.

Skeletons Elixir Golem Fisherman Night Witch Skeleton King

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Goblin Curse Rage

Punishments

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

Elixir Golem

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.

Barbarians Elixir Golem Skeleton King

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
Skeletons Elixir Golem Goblin Curse Fisherman Night Witch Skeleton King
Giant Snowball
Skeletons Barbarians Goblin Curse Fisherman Night Witch Skeleton King
Zap
Skeletons Goblin Curse Fisherman Night Witch Skeleton King
Barbarian Barrel
Skeletons Barbarians Elixir Golem Goblin Curse Night Witch Skeleton King
The Log
Skeletons Barbarians Elixir Golem Goblin Curse Fisherman Skeleton King
Earthquake
Skeletons Barbarians Elixir Golem Skeleton King
Arrows
Skeletons Goblin Curse Night Witch Skeleton King
Royal Delivery
Skeletons Barbarians Elixir Golem Fisherman Night Witch Skeleton King
Fireball
Barbarians Elixir Golem Fisherman Night Witch Skeleton King
Poison
Barbarians Elixir Golem Goblin Curse Fisherman Night Witch Skeleton King
Lightning
Fisherman Night Witch Skeleton King
Rocket
Barbarians Night Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton King

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.

Elixir Golem Goblin Curse Rage Night Witch

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Goblin Curse Rage Elixir Golem Fisherman Night Witch Skeleton King Barbarians

Shortest cycle

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

8 Skeletons Goblin Curse Rage Elixir Golem

Attack Synergies 2 2

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.

Skeletons
Barbarians
Elixir Golem
Rage Night Witch
Goblin Curse
Rage
Elixir Golem Night Witch
Fisherman
Night Witch
Elixir Golem Rage Skeleton King
Skeleton King
Night Witch

Defense Synergies 1 2

Skeletons
Fisherman Night Witch
Barbarians
Elixir Golem
Goblin Curse
Rage
Fisherman
Skeletons Skeleton King
Night Witch
Skeletons
Skeleton King
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.

Barbarians Skeletons Goblin Curse Fisherman Night Witch
Barbarians Fisherman Skeletons Goblin Curse Night Witch
Barbarians Night Witch Skeletons Goblin Curse Fisherman Skeleton King
Barbarians
Skeletons Night Witch
Goblin Curse Night Witch
Barbarians
Barbarians Skeletons Goblin Curse Fisherman Night Witch Skeleton King
Skeletons Barbarians Fisherman Night Witch
Barbarians Goblin Curse Skeletons Fisherman Night Witch Skeleton King
Goblin Curse Night Witch
Barbarians Night Witch Skeletons Goblin Curse
Barbarians Goblin Curse Night Witch Skeleton King
Barbarians Goblin Curse Skeleton King
Barbarians Goblin Curse Fisherman
Barbarians Skeletons Fisherman Night Witch
Barbarians Fisherman Night Witch
Barbarians Goblin Curse Fisherman
Barbarians Goblin Curse Fisherman
Barbarians Goblin Curse Fisherman Night Witch

Counters to secondary win conditions

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

Barbarians Skeletons Fisherman
Fisherman
Barbarians Skeletons Fisherman
Barbarians Fisherman Night Witch
Barbarians Skeletons Goblin Curse Fisherman Night Witch
Skeletons Goblin Curse
Skeletons Barbarians Night Witch
Barbarians Goblin Curse Fisherman
Skeletons Barbarians
Skeletons Barbarians Goblin Curse
Barbarians
Barbarians
Barbarians Skeletons Goblin Curse Night Witch Skeleton King
Barbarians Goblin Curse
Barbarians Skeletons Fisherman Night Witch Skeleton King
Barbarians Goblin Curse Skeleton King

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.)

Goblin Curse Fisherman
Barbarians
Goblin Curse
Goblin Curse
Goblin Curse
Fisherman
Fisherman Night Witch
Fisherman
Goblin Curse
Fisherman
Fisherman
Fisherman
Fisherman Night Witch
Fisherman
Goblin Curse
Night Witch
Fisherman
Barbarians
Goblin Curse
Fisherman
Fisherman
Fisherman
Goblin Curse Fisherman
Goblin Curse Night Witch
Night Witch
Night Witch
Goblin Curse
Barbarians Night Witch
Goblin Curse
Skeleton King
Skeleton King

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