My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro Wizard Magic Archer

Defensive buildings

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

Mortar

Investments

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

Skeletons Witch Giant Skeleton Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Mortar Goblin Barrel

Damage spells

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

Earthquake

Punishments

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

Mortar Goblin Barrel

Pump responses

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

Earthquake Goblin Barrel

Dropped at the bridge

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

Mortar Giant Skeleton Magic Archer

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.

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

Against air swarms

Spells and units that can counter air swarms.

Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Earthquake Magic Archer

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

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 Electro Wizard

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Earthquake Goblin Barrel Mortar Electro Wizard Magic Archer Witch Giant Skeleton

Shortest cycle

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

11 Skeletons Earthquake Goblin Barrel Mortar

Attack Synergies 0 6

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
Mortar
Earthquake
Giant Skeleton
Goblin Barrel
Giant Skeleton
Witch
Giant Skeleton
Giant Skeleton
Earthquake Goblin Barrel Witch Electro Wizard Magic Archer
Electro Wizard
Giant Skeleton Magic Archer
Magic Archer
Giant Skeleton Electro Wizard

Defense Synergies 0 13

Skeletons
Mortar Earthquake Witch Giant Skeleton Electro Wizard Magic Archer
Mortar
Skeletons Earthquake Electro Wizard
Earthquake
Skeletons Mortar
Goblin Barrel
Witch
Skeletons Giant Skeleton Electro Wizard
Giant Skeleton
Skeletons Witch Electro Wizard Magic Archer
Electro Wizard
Skeletons Mortar Witch Giant Skeleton Magic Archer
Magic Archer
Skeletons Giant Skeleton Electro Wizard

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.

Earthquake Mortar Electro Wizard Magic Archer
Skeletons Mortar Witch Electro Wizard
Mortar Witch Skeletons Giant Skeleton Electro Wizard
Witch Skeletons Mortar Electro Wizard
Earthquake Giant Skeleton
Skeletons Earthquake Electro Wizard Magic Archer
Electro Wizard Mortar Witch Magic Archer
Earthquake Giant Skeleton Electro Wizard Magic Archer
Witch Skeletons Mortar
Skeletons Giant Skeleton Electro Wizard
Witch Electro Wizard Skeletons Earthquake Giant Skeleton Magic Archer
Witch Electro Wizard Magic Archer
Mortar Skeletons Earthquake Witch Giant Skeleton Electro Wizard
Mortar Earthquake Witch Electro Wizard Magic Archer
Mortar Electro Wizard
Mortar Electro Wizard
Skeletons Mortar Witch Electro Wizard
Mortar Witch Electro Wizard Magic Archer
Mortar Earthquake Witch Giant Skeleton Electro Wizard Magic Archer
Mortar Electro Wizard
Earthquake Witch Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Skeletons Witch Giant Skeleton Electro Wizard
Electro Wizard Mortar Magic Archer
Giant Skeleton Skeletons Witch Electro Wizard
Giant Skeleton Electro Wizard
Giant Skeleton Skeletons Witch
Skeletons Witch Electro Wizard Magic Archer
Skeletons Witch Giant Skeleton Electro Wizard
Giant Skeleton
Giant Skeleton Electro Wizard Skeletons Mortar Witch Magic Archer
Witch Skeletons
Witch Giant Skeleton
Giant Skeleton Electro Wizard
Giant Skeleton Skeletons Witch
Witch Magic Archer
Witch Electro Wizard Skeletons Mortar Giant Skeleton Magic Archer
Earthquake Witch Giant Skeleton Electro Wizard Magic Archer
Mortar Electro Wizard

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.)

Earthquake Magic Archer Mortar Giant Skeleton
Mortar Electro Wizard Magic Archer
Earthquake Giant Skeleton Magic Archer
Earthquake Giant Skeleton
Mortar Earthquake Magic Archer
Witch Magic Archer
Mortar Earthquake Witch Magic Archer
Earthquake Magic Archer
Mortar
Electro Wizard
Mortar Earthquake Electro Wizard Magic Archer
Magic Archer
Earthquake Mortar Magic Archer
Earthquake Mortar Magic Archer
Earthquake Mortar Magic Archer
Earthquake Mortar Witch Magic Archer
Earthquake Magic Archer Mortar
Mortar Earthquake
Mortar Earthquake Electro Wizard Magic Archer
Mortar Earthquake Witch Magic Archer
Earthquake Giant Skeleton Magic Archer
Earthquake Mortar
Earthquake Mortar Witch Magic Archer
Witch
Mortar Earthquake Witch Electro Wizard Magic Archer
Mortar Witch Magic Archer
Mortar Magic Archer
Witch Electro Wizard Magic Archer
Electro Wizard Witch
Mortar Earthquake Magic Archer
Electro Wizard Magic Archer
Giant Skeleton
Earthquake Magic Archer
Earthquake Electro Wizard Witch Magic Archer
Witch Electro Wizard Magic Archer
Electro Wizard Magic Archer
Mortar Earthquake Magic Archer
Giant Skeleton
Witch Giant Skeleton Electro Wizard Magic Archer
Witch Electro Wizard Magic Archer
Mortar Witch Giant Skeleton Electro Wizard Magic Archer
Mortar

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