My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 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 No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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.

Witch Night 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 Skeleton Barrel Witch Lumberjack Night Witch Lava Hound

Offensive cards

Win conditions

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

Skeleton Barrel Wall Breakers Lava Hound

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.

Skeleton Barrel Wall Breakers Lumberjack

Pump responses

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

Missing

Dropped at the bridge

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

Skeleton Barrel Wall Breakers Lumberjack Lava Hound

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.

Skeleton Barrel 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 Skeleton Barrel Wall Breakers Clone Night Witch Lava Hound
Giant Snowball
Skeletons Skeleton Barrel Wall Breakers Clone Witch Lumberjack Night Witch Lava Hound
Zap
Skeletons Skeleton Barrel Wall Breakers Clone Witch Night Witch Lava Hound
Barbarian Barrel
Skeletons Skeleton Barrel Wall Breakers Clone Witch Lumberjack Night Witch
The Log
Skeletons Skeleton Barrel Wall Breakers Clone Witch Lumberjack
Earthquake
Skeletons Clone Witch
Arrows
Skeletons Skeleton Barrel Wall Breakers Clone Witch Night Witch Lava Hound
Royal Delivery
Skeletons Skeleton Barrel Wall Breakers Clone Witch Lumberjack Night Witch Lava Hound
Fireball
Skeleton Barrel Wall Breakers Clone Witch Lumberjack Night Witch Lava Hound
Poison
Skeleton Barrel Clone Witch Night Witch Lava Hound
Lightning
Witch Lumberjack Night Witch
Rocket
Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Skeleton Barrel Clone Night Witch

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.

Witch Lava Hound

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 Wall Breakers Skeleton Barrel Clone Lumberjack Night Witch Witch Lava Hound

Shortest cycle

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

9 Skeletons Wall Breakers Skeleton Barrel Clone

Attack Synergies 3 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
Skeleton Barrel
Clone Wall Breakers Witch Lumberjack Lava Hound
Wall Breakers
Skeleton Barrel
Clone
Skeleton Barrel Night Witch Lava Hound Witch Lumberjack
Witch
Skeleton Barrel Clone Lumberjack Lava Hound
Lumberjack
Skeleton Barrel Clone Witch Night Witch Lava Hound
Night Witch
Clone Lumberjack Lava Hound
Lava Hound
Clone Skeleton Barrel Witch Lumberjack Night Witch

Defense Synergies 0 4

Skeletons
Witch Lumberjack Night Witch
Skeleton Barrel
Wall Breakers
Clone
Witch
Skeletons Lumberjack
Lumberjack
Skeletons Witch
Night Witch
Skeletons
Lava Hound

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.

Skeleton Barrel
Lumberjack Skeletons Witch Night Witch
Witch Lumberjack Skeletons Night Witch
Witch Lumberjack Night Witch Skeletons
Lumberjack
Skeletons Lumberjack Night Witch
Witch Night Witch
Skeleton Barrel
Witch Skeletons Lumberjack Night Witch
Skeletons Lumberjack Night Witch
Witch Skeletons Lumberjack Night Witch
Witch Night Witch
Lumberjack Night Witch Skeletons Witch
Witch Lumberjack Night Witch
Lumberjack
Lumberjack
Skeletons Witch Lumberjack Night Witch
Witch Lumberjack Night Witch
Witch Lumberjack
Lumberjack
Witch Lumberjack Night Witch
Lumberjack

Counters to secondary win conditions

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

Lumberjack Skeletons Witch
Skeleton Barrel Lumberjack
Lumberjack Skeletons Witch
Lumberjack Night Witch
Skeletons Witch Lumberjack Night Witch
Skeletons Skeleton Barrel Witch
Skeletons Witch Lumberjack Night Witch
Lumberjack
Skeletons Witch
Witch Skeletons
Witch Lumberjack
Skeletons Witch Lumberjack Night Witch
Witch
Witch Skeletons Lumberjack Night Witch
Witch

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.)

Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel Witch
Witch
Skeleton Barrel
Skeleton Barrel
Lumberjack Night Witch
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel Witch
Skeleton Barrel
Night Witch
Skeleton Barrel
Skeleton Barrel Witch
Night Witch
Skeleton Barrel
Witch
Witch
Skeleton Barrel Witch
Skeleton Barrel Witch
Skeleton Barrel
Witch Night Witch
Skeleton Barrel Witch
Night Witch
Night Witch
Skeleton Barrel Witch Night Witch
Witch
Lumberjack
Skeleton Barrel
Witch
Witch
Skeleton Barrel Witch

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