My Best Clash Royale Deck

Deck Check Rating

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

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.

Witch Electro Wizard

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 Electro Wizard Lumberjack Skeleton King

Offensive cards

Win conditions

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

Mortar

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.

Mortar Lumberjack

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.

Mortar Lumberjack 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.

Electro Wizard Lumberjack

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 Clone Skeleton King
Giant Snowball
Skeletons Clone Witch Lumberjack Skeleton King
Zap
Skeletons Mortar Clone Witch Skeleton King
Barbarian Barrel
Skeletons Mortar Clone Witch Electro Wizard Lumberjack Skeleton King
The Log
Skeletons Clone Witch Lumberjack Skeleton King
Earthquake
Skeletons Mortar Clone Witch Skeleton King
Arrows
Skeletons Clone Witch Skeleton King
Royal Delivery
Skeletons Clone Witch Electro Wizard Lumberjack Skeleton King
Fireball
Mortar Clone Witch Electro Wizard Lumberjack Skeleton King
Poison
Mortar Clone Witch Electro Wizard Skeleton King
Lightning
Mortar Witch Electro Wizard Lumberjack Skeleton King
Rocket
Mortar Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball 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.

Clone

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Clone Mortar Fireball Electro Wizard Lumberjack Skeleton King Witch

Shortest cycle

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

12 Skeletons Clone Mortar Fireball

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
Mortar
Fireball Skeleton King
Fireball
Mortar Electro Wizard Skeleton King
Clone
Witch Electro Wizard Lumberjack
Witch
Clone Lumberjack Skeleton King
Electro Wizard
Fireball Clone Lumberjack
Lumberjack
Clone Witch Electro Wizard
Skeleton King
Mortar Fireball Witch

Defense Synergies 0 13

Skeletons
Mortar Witch Electro Wizard Lumberjack
Mortar
Skeletons Fireball Electro Wizard Lumberjack Skeleton King
Fireball
Mortar Electro Wizard Lumberjack
Clone
Witch
Skeletons Electro Wizard Lumberjack
Electro Wizard
Skeletons Mortar Fireball Witch Lumberjack
Lumberjack
Skeletons Mortar Fireball Witch Electro Wizard
Skeleton King
Mortar

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.

Mortar Fireball Electro Wizard
Lumberjack Skeletons Mortar Witch Electro Wizard
Mortar Witch Lumberjack Skeletons Electro Wizard
Witch Lumberjack Skeletons Mortar Electro Wizard Skeleton King
Fireball Lumberjack
Fireball Skeletons Electro Wizard Lumberjack
Electro Wizard Mortar Fireball Witch
Fireball Electro Wizard
Witch Skeletons Mortar Lumberjack Skeleton King
Skeletons Electro Wizard Lumberjack
Witch Electro Wizard Skeletons Fireball Lumberjack Skeleton King
Fireball Witch Electro Wizard
Mortar Lumberjack Skeletons Fireball Witch Electro Wizard
Fireball Mortar Witch Electro Wizard Lumberjack Skeleton King
Mortar Electro Wizard Lumberjack Skeleton King
Mortar Fireball Electro Wizard Lumberjack
Skeletons Mortar Fireball Witch Electro Wizard Lumberjack
Mortar Fireball Witch Electro Wizard Lumberjack
Mortar Witch Fireball Electro Wizard Lumberjack
Mortar Electro Wizard Lumberjack
Fireball Witch Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Skeletons Fireball Witch Electro Wizard
Fireball Electro Wizard Mortar Lumberjack
Lumberjack Skeletons Witch Electro Wizard
Lumberjack Fireball Electro Wizard
Skeletons Witch Lumberjack
Fireball Skeletons Witch Electro Wizard
Skeletons Fireball Witch Electro Wizard Lumberjack
Lumberjack
Electro Wizard Skeletons Mortar Fireball Witch
Witch Skeletons
Witch Lumberjack
Fireball Electro Wizard
Skeletons Fireball Witch Lumberjack Skeleton King
Fireball Witch
Witch Electro Wizard Skeletons Mortar Fireball Lumberjack Skeleton King
Fireball Witch Electro Wizard Skeleton King
Mortar 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 Mortar
Mortar Fireball Electro Wizard
Fireball
Fireball
Fireball Mortar
Fireball Witch
Mortar Witch
Fireball
Fireball Mortar
Fireball Electro Wizard Lumberjack
Mortar Fireball Electro Wizard
Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball Witch
Mortar Fireball
Mortar Fireball
Mortar Fireball Electro Wizard
Mortar Fireball Witch
Fireball
Fireball
Mortar Fireball
Mortar Fireball Witch
Witch
Mortar Fireball Witch Electro Wizard
Fireball Mortar Witch
Fireball Mortar
Fireball Witch Electro Wizard
Electro Wizard Fireball Witch
Fireball
Mortar Fireball
Fireball Electro Wizard
Fireball
Electro Wizard Fireball Witch
Fireball Witch Electro Wizard
Fireball
Fireball Electro Wizard Lumberjack
Mortar Fireball Skeleton King
Fireball
Fireball Witch Electro Wizard Skeleton King
Fireball Witch Electro Wizard
Mortar Fireball Witch Electro Wizard

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