My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Mother 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 Royal Recruits Mother Witch Skeleton King

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Zap Fireball

Punishments

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

Royal Recruits Royal Hogs

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 Royal Recruits Royal Hogs 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.

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 Recruits Royal Hogs Skeleton King
Giant Snowball
Skeletons Royal Recruits Royal Hogs Skeleton King
Zap
Skeletons Royal Hogs Skeleton King
Barbarian Barrel
Skeletons Ice Spirit Royal Recruits Royal Hogs Skeleton King
The Log
Skeletons Ice Spirit Royal Recruits Royal Hogs Skeleton King
Earthquake
Skeletons Royal Hogs Skeleton King
Arrows
Skeletons Ice Spirit Royal Recruits Royal Hogs Skeleton King
Royal Delivery
Skeletons Ice Spirit Royal Recruits Royal Hogs Mother Witch Skeleton King
Fireball
Royal Hogs Mother Witch Skeleton King
Poison
Royal Recruits Royal Hogs Mother Witch Skeleton King
Lightning
Mother Witch Skeleton King
Rocket
Royal Hogs Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Skeleton King

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 Royal Recruits Mother Witch

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 Fireball

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 Zap Fireball Mother Witch Skeleton King Royal Hogs Royal Recruits

Shortest cycle

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

8 Skeletons Ice Spirit Zap Fireball

Attack Synergies 4 7

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
Zap Royal Hogs Royal Recruits
Zap
Ice Spirit Fireball Royal Recruits Royal Hogs Mother Witch
Royal Recruits
Ice Spirit Zap Royal Hogs
Fireball
Zap Royal Hogs Skeleton King
Royal Hogs
Ice Spirit Mother Witch Zap Royal Recruits Fireball
Mother Witch
Royal Hogs Zap
Skeleton King
Fireball

Defense Synergies 2 6

Skeletons
Ice Spirit Zap
Ice Spirit
Zap Skeletons Royal Recruits Fireball
Zap
Ice Spirit Fireball Skeletons Mother Witch
Royal Recruits
Ice Spirit
Fireball
Zap Ice Spirit
Royal Hogs
Mother Witch
Zap Skeleton King
Skeleton King
Mother 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.

Zap Royal Recruits Fireball
Skeletons Ice Spirit Zap Royal Recruits
Skeletons Royal Recruits
Royal Recruits Skeletons Skeleton King
Royal Recruits Fireball
Fireball Skeletons Zap Mother Witch
Ice Spirit Zap Fireball
Zap Royal Recruits Fireball
Skeletons Royal Recruits Skeleton King
Skeletons Ice Spirit Royal Recruits
Mother Witch Skeletons Zap Royal Recruits Fireball Skeleton King
Zap Fireball
Royal Recruits Skeletons Ice Spirit Zap Fireball
Fireball Ice Spirit Zap Royal Recruits Skeleton King
Royal Recruits Skeleton King
Ice Spirit Zap Royal Recruits Fireball
Skeletons Royal Recruits Fireball
Ice Spirit Fireball Zap Royal Recruits
Zap Ice Spirit Royal Recruits Fireball Mother Witch
Royal Recruits
Royal Recruits Fireball Mother Witch

Counters to secondary win conditions

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

Royal Recruits Skeletons Zap Fireball
Fireball Zap
Royal Recruits Skeletons Ice Spirit Zap
Royal Recruits Zap Fireball
Royal Recruits Skeletons
Fireball Mother Witch Skeletons Ice Spirit Zap
Royal Recruits Skeletons Fireball
Royal Recruits
Zap Royal Recruits Skeletons Ice Spirit Fireball
Royal Recruits Skeletons
Royal Recruits
Royal Recruits Zap Fireball
Royal Recruits Skeletons Fireball Skeleton King
Royal Recruits Fireball
Royal Recruits Skeletons Ice Spirit Zap Fireball Skeleton King
Zap Royal Recruits Fireball Mother Witch Skeleton King
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 Royal Recruits
Fireball Zap
Fireball
Royal Recruits Fireball
Fireball Zap
Fireball Mother Witch Ice Spirit Zap
Fireball Ice Spirit Zap
Fireball Zap
Fireball
Zap Royal Recruits Fireball
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball
Royal Recruits Fireball
Fireball
Zap Fireball
Zap Fireball Mother Witch
Fireball
Fireball
Zap Royal Recruits Fireball
Zap Mother Witch Ice Spirit Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Zap Fireball Mother Witch
Zap Ice Spirit Fireball
Fireball
Zap Fireball
Zap Ice Spirit Fireball
Fireball
Zap Ice Spirit Royal Recruits Fireball
Fireball Zap
Fireball
Fireball
Zap Fireball Skeleton King
Zap Fireball
Royal Recruits
Zap Ice Spirit Royal Recruits Fireball Skeleton King
Zap Fireball
Zap Royal Recruits Fireball

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