My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
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 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 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.

Firecracker Witch Magic Archer

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 Firecracker Witch Giant Skeleton Magic Archer Mega Knight Skeleton King

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Giant Skeleton Magic Archer Mega Knight Skeleton King

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.

Firecracker Goblin Barrel Giant Skeleton Magic Archer

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 Goblin Barrel Giant Skeleton Skeleton King
Giant Snowball
Skeletons Goblin Barrel Witch Skeleton King
Zap
Skeletons Firecracker Goblin Barrel Witch Skeleton King
Barbarian Barrel
Skeletons Firecracker Goblin Barrel Witch Giant Skeleton Magic Archer Skeleton King
The Log
Skeletons Firecracker Goblin Barrel Witch Giant Skeleton Skeleton King
Earthquake
Skeletons Firecracker Goblin Barrel Witch Skeleton King
Arrows
Skeletons Firecracker Goblin Barrel Witch Skeleton King
Royal Delivery
Skeletons Firecracker Goblin Barrel Witch Giant Skeleton Magic Archer Skeleton King
Fireball
Firecracker Goblin Barrel Witch Magic Archer Skeleton King
Poison
Firecracker Witch Magic Archer Skeleton King
Lightning
Witch Magic Archer Skeleton King
Rocket
Witch Magic Archer Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Magic Archer Mega Knight 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.

Giant Skeleton Mega Knight

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.

Goblin Barrel

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.

Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Firecracker Goblin Barrel Magic Archer Skeleton King Witch Giant Skeleton Mega Knight

Shortest cycle

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

11 Skeletons Firecracker Goblin Barrel Magic Archer

Attack Synergies 0 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.

Skeletons
Firecracker
Goblin Barrel Giant Skeleton Mega Knight
Goblin Barrel
Firecracker Giant Skeleton Mega Knight Skeleton King
Witch
Giant Skeleton Mega Knight Skeleton King
Giant Skeleton
Firecracker Goblin Barrel Witch Magic Archer
Magic Archer
Giant Skeleton Mega Knight
Mega Knight
Firecracker Goblin Barrel Witch Magic Archer
Skeleton King
Goblin Barrel Witch

Defense Synergies 0 10

Skeletons
Firecracker Witch Giant Skeleton Magic Archer
Firecracker
Skeletons Giant Skeleton Mega Knight
Goblin Barrel
Witch
Skeletons Giant Skeleton Mega Knight
Giant Skeleton
Skeletons Firecracker Witch Magic Archer
Magic Archer
Skeletons Giant Skeleton Mega Knight
Mega Knight
Firecracker Witch Magic Archer
Skeleton King

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.

Firecracker Magic Archer
Skeletons Firecracker Witch Mega Knight
Witch Mega Knight Skeletons Giant Skeleton
Witch Skeletons Firecracker Mega Knight Skeleton King
Firecracker Giant Skeleton Mega Knight
Skeletons Firecracker Magic Archer Mega Knight
Firecracker Witch Magic Archer
Giant Skeleton Magic Archer Mega Knight
Witch Skeletons Skeleton King
Skeletons Firecracker Giant Skeleton Mega Knight
Witch Skeletons Firecracker Giant Skeleton Magic Archer Mega Knight Skeleton King
Firecracker Witch Magic Archer
Mega Knight Skeletons Witch Giant Skeleton
Mega Knight Firecracker Witch Magic Archer Skeleton King
Mega Knight Skeleton King
Mega Knight
Mega Knight Skeletons Firecracker Witch
Mega Knight Firecracker Witch Magic Archer
Witch Firecracker Giant Skeleton Magic Archer Mega Knight
Mega Knight Firecracker Witch Giant Skeleton

Counters to secondary win conditions

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

Mega Knight Skeletons Witch Giant Skeleton
Firecracker Magic Archer Mega Knight
Giant Skeleton Mega Knight Skeletons Witch
Giant Skeleton Mega Knight
Giant Skeleton Skeletons Witch Mega Knight
Firecracker Skeletons Witch Magic Archer
Skeletons Witch Giant Skeleton
Giant Skeleton Mega Knight
Giant Skeleton Mega Knight Skeletons Firecracker Witch Magic Archer
Witch Skeletons
Mega Knight Witch Giant Skeleton
Mega Knight Giant Skeleton
Giant Skeleton Mega Knight Skeletons Witch Skeleton King
Firecracker Witch Magic Archer Mega Knight
Witch Skeletons Firecracker Giant Skeleton Magic Archer Skeleton King
Mega Knight Firecracker Witch Giant Skeleton Magic Archer 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.)

Magic Archer Firecracker Giant Skeleton
Firecracker Magic Archer
Giant Skeleton Magic Archer
Firecracker Giant Skeleton
Firecracker Magic Archer Mega Knight
Firecracker Witch Magic Archer
Firecracker Witch Magic Archer
Firecracker Magic Archer
Firecracker
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Witch Magic Archer
Magic Archer Firecracker Mega Knight
Firecracker Magic Archer Mega Knight
Firecracker Witch Magic Archer Mega Knight
Giant Skeleton Magic Archer Mega Knight
Firecracker Witch Magic Archer Mega Knight
Witch
Firecracker Witch Magic Archer
Witch Magic Archer Mega Knight
Firecracker Magic Archer
Firecracker Witch Magic Archer
Firecracker Witch
Magic Archer Mega Knight
Firecracker Magic Archer
Giant Skeleton Mega Knight
Firecracker Magic Archer
Witch Magic Archer
Firecracker Witch Magic Archer
Firecracker Magic Archer Mega Knight
Firecracker Magic Archer Skeleton King
Giant Skeleton
Firecracker Mega Knight
Firecracker Witch Giant Skeleton Magic Archer Skeleton King
Firecracker Witch Magic Archer
Firecracker Witch Giant Skeleton Magic Archer Mega Knight
Firecracker Mega Knight

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