My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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 Ice Spirit Witch Giant Skeleton Bandit

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Fireball

Punishments

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

Goblin Gang Wall Breakers Bandit

Pump responses

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

Fireball

Dropped at the bridge

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

Ice Spirit Goblin Gang Wall Breakers Giant Skeleton Bandit

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.

Giant Skeleton Bandit

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 Gang Wall Breakers Giant Skeleton Bandit
Giant Snowball
Skeletons Goblin Gang Wall Breakers Witch
Zap
Skeletons Goblin Gang Wall Breakers Witch Bandit
Barbarian Barrel
Skeletons Ice Spirit Goblin Gang Wall Breakers Witch Giant Skeleton Bandit
The Log
Skeletons Ice Spirit Goblin Gang Wall Breakers Witch Giant Skeleton Bandit
Earthquake
Skeletons Goblin Gang Witch
Arrows
Skeletons Ice Spirit Goblin Gang Wall Breakers Witch
Royal Delivery
Skeletons Ice Spirit Goblin Gang Wall Breakers Witch Giant Skeleton Bandit
Fireball
Goblin Gang Wall Breakers Witch Bandit
Poison
Goblin Gang Witch
Lightning
Witch Bandit
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball

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.

Ice Spirit Giant Skeleton

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.

Fireball

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.

Ice Spirit Goblin Gang Fireball 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.

Skeletons Ice Spirit Wall Breakers Goblin Gang Bandit Fireball Witch Giant Skeleton

Shortest cycle

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

7 Skeletons Ice Spirit Wall Breakers Goblin Gang

Attack Synergies 0 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.

Skeletons
Ice Spirit
Wall Breakers Witch Giant Skeleton Bandit
Goblin Gang
Giant Skeleton Bandit
Fireball
Wall Breakers
Wall Breakers
Ice Spirit Fireball
Witch
Ice Spirit Giant Skeleton Bandit
Giant Skeleton
Ice Spirit Goblin Gang Witch Bandit
Bandit
Ice Spirit Goblin Gang Witch Giant Skeleton

Defense Synergies 1 13

Skeletons
Ice Spirit Witch Giant Skeleton Bandit
Ice Spirit
Goblin Gang Skeletons Fireball Witch Giant Skeleton Bandit
Goblin Gang
Ice Spirit Giant Skeleton Bandit
Fireball
Ice Spirit Bandit
Wall Breakers
Witch
Skeletons Ice Spirit Giant Skeleton Bandit
Giant Skeleton
Skeletons Ice Spirit Goblin Gang Witch
Bandit
Skeletons Ice Spirit Goblin Gang Fireball Witch

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.

Fireball
Skeletons Ice Spirit Goblin Gang Witch Bandit
Goblin Gang Witch Skeletons Giant Skeleton Bandit
Witch Skeletons Goblin Gang Bandit
Fireball Giant Skeleton
Goblin Gang Fireball Skeletons Bandit
Ice Spirit Goblin Gang Fireball Witch
Fireball Giant Skeleton Bandit
Witch Skeletons Goblin Gang
Goblin Gang Skeletons Ice Spirit Giant Skeleton Bandit
Goblin Gang Witch Skeletons Fireball Giant Skeleton Bandit
Goblin Gang Fireball Witch
Skeletons Ice Spirit Goblin Gang Fireball Witch Giant Skeleton Bandit
Fireball Ice Spirit Goblin Gang Witch
Goblin Gang Bandit
Ice Spirit Goblin Gang Fireball Bandit
Skeletons Goblin Gang Fireball Witch
Ice Spirit Fireball Goblin Gang Witch Bandit
Witch Ice Spirit Fireball Giant Skeleton Bandit
Goblin Gang Fireball Witch Giant Skeleton Bandit

Counters to secondary win conditions

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

Goblin Gang Skeletons Fireball Witch Giant Skeleton Bandit
Fireball Bandit Goblin Gang
Goblin Gang Giant Skeleton Bandit Skeletons Ice Spirit Witch
Goblin Gang Giant Skeleton Fireball Bandit
Giant Skeleton Skeletons Goblin Gang Witch Bandit
Fireball Skeletons Ice Spirit Goblin Gang Witch
Goblin Gang Skeletons Fireball Witch Giant Skeleton Bandit
Giant Skeleton
Giant Skeleton Skeletons Ice Spirit Fireball Witch Bandit
Witch Skeletons Goblin Gang
Witch Giant Skeleton
Fireball Giant Skeleton
Giant Skeleton Skeletons Goblin Gang Fireball Witch Bandit
Fireball Witch
Goblin Gang Witch Skeletons Ice Spirit Fireball Giant Skeleton
Fireball Witch Giant Skeleton
Fireball

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.)

Fireball Giant Skeleton Bandit
Fireball Bandit
Fireball Giant Skeleton Bandit
Fireball Giant Skeleton
Fireball
Fireball Ice Spirit Witch
Witch
Fireball Ice Spirit
Fireball Bandit
Goblin Gang Fireball
Fireball Bandit
Fireball
Fireball Bandit
Fireball Bandit
Fireball
Fireball Witch Bandit
Fireball Bandit
Fireball
Fireball Bandit
Fireball Witch
Fireball Giant Skeleton
Fireball
Fireball
Ice Spirit Fireball Witch
Witch
Fireball Witch Bandit
Fireball Witch Bandit
Fireball Bandit
Fireball Witch
Ice Spirit Fireball Witch
Fireball
Fireball Bandit
Ice Spirit Fireball
Giant Skeleton
Fireball
Ice Spirit Goblin Gang Fireball Witch Bandit
Fireball Witch
Fireball
Fireball Goblin Gang
Fireball
Fireball Giant Skeleton
Ice Spirit Goblin Gang Fireball Witch Giant Skeleton
Fireball Witch
Fireball Witch Giant Skeleton Bandit
Fireball

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