My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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.

Fire Spirit Witch Goblin Giant

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Knight Goblin Cage Witch Goblin Giant

Offensive cards

Win conditions

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

Royal Hogs Goblin Giant

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 Hogs Goblin Giant

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.

Fire Spirit Goblins Knight Royal Hogs Goblin Giant

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.

Royal Hogs

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 Royal Hogs
Giant Snowball
Skeletons Fire Spirit Goblins Royal Hogs Witch
Zap
Skeletons Fire Spirit Goblins Royal Hogs Witch Goblin Giant
Barbarian Barrel
Skeletons Fire Spirit Goblins Knight Goblin Cage Royal Hogs Witch
The Log
Skeletons Fire Spirit Goblins Goblin Cage Royal Hogs Witch
Earthquake
Skeletons Goblin Cage Royal Hogs Witch
Arrows
Skeletons Fire Spirit Goblins Royal Hogs Witch
Royal Delivery
Skeletons Fire Spirit Goblins Knight Goblin Cage Royal Hogs Witch
Fireball
Goblin Cage Royal Hogs Witch
Poison
Goblin Cage Royal Hogs Witch
Lightning
Knight Goblin Cage Witch
Rocket
Royal Hogs Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit

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.

Fire Spirit Knight

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.

Fire Spirit Goblins 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Goblins Knight Goblin Cage Royal Hogs Witch Goblin Giant

Shortest cycle

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

7 Skeletons Fire Spirit Goblins Knight

Attack Synergies 0 9

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
Fire Spirit
Knight Goblin Cage Royal Hogs Goblin Giant
Goblins
Knight
Fire Spirit Royal Hogs Witch
Goblin Cage
Fire Spirit Royal Hogs Witch
Royal Hogs
Fire Spirit Knight Goblin Cage
Witch
Knight Goblin Cage Goblin Giant
Goblin Giant
Fire Spirit Witch

Defense Synergies 2 8

Skeletons
Goblin Cage Fire Spirit Knight Witch
Fire Spirit
Knight Skeletons
Goblins
Knight Goblin Cage
Knight
Fire Spirit Skeletons Goblins Goblin Cage Witch
Goblin Cage
Skeletons Goblins Knight Witch
Royal Hogs
Witch
Skeletons Knight Goblin Cage
Goblin Giant

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 Goblin Cage Goblin Giant
Skeletons Goblins Knight Goblin Cage Witch
Goblin Cage Witch Skeletons Fire Spirit Goblins Knight
Goblin Cage Witch Skeletons Goblins Knight
Goblin Cage
Skeletons Fire Spirit Goblins
Fire Spirit Goblin Cage Witch
Goblin Cage Goblin Giant
Witch Skeletons Goblins Goblin Cage
Knight Skeletons Fire Spirit Goblins
Goblins Witch Skeletons Knight Goblin Giant
Witch
Goblin Cage Skeletons Fire Spirit Knight Witch
Fire Spirit Goblins Goblin Cage Witch
Knight Goblin Cage
Goblin Cage
Skeletons Goblins Knight Goblin Cage Witch
Fire Spirit Goblin Cage Goblins Knight Witch
Goblin Cage Witch Fire Spirit Knight
Goblin Cage
Fire Spirit Goblins Knight Witch Goblin Giant

Counters to secondary win conditions

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

Knight Skeletons Goblins Goblin Cage Witch
Knight
Skeletons Goblins Knight Goblin Cage Witch Goblin Giant
Knight Goblin Cage Goblin Giant
Skeletons Knight Goblin Cage Witch Goblin Giant
Fire Spirit Skeletons Witch Goblin Giant
Skeletons Goblins Knight Goblin Cage Witch Goblin Giant
Knight Goblin Cage Goblin Giant
Goblin Cage Skeletons Goblins Knight Witch
Witch Skeletons Goblin Cage Goblin Giant
Knight Goblin Cage Witch
Goblin Cage Goblin Giant
Skeletons Knight Goblin Cage Witch Goblin Giant
Goblin Cage Witch
Witch Skeletons Goblins Knight Goblin Cage Goblin Giant
Goblin Cage Witch
Goblin Cage

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
Goblin Giant
Knight
Fire Spirit
Fire Spirit Witch Goblin Giant
Fire Spirit Witch
Fire Spirit
Fire Spirit Goblins
Knight
Fire Spirit
Fire Spirit Knight
Witch
Fire Spirit
Fire Spirit Witch
Fire Spirit Witch
Witch
Witch
Witch
Fire Spirit Witch
Witch
Fire Spirit Witch
Fire Spirit Witch
Knight
Witch
Witch
Witch Goblin Giant

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