My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Musketeer 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.

Knight Musketeer Witch

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Arrows

Punishments

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

Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Barbarians Hog Rider

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.

Hog Rider Goblin Barrel

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
Hog Rider Goblin Barrel Skeleton Army
Giant Snowball
Barbarians Musketeer Hog Rider Goblin Barrel Skeleton Army Witch
Zap
Goblin Barrel Skeleton Army Witch
Barbarian Barrel
Knight Barbarians Musketeer Goblin Barrel Skeleton Army Witch
The Log
Barbarians Musketeer Hog Rider Goblin Barrel Skeleton Army Witch
Earthquake
Barbarians Hog Rider Goblin Barrel Skeleton Army Witch
Arrows
Goblin Barrel Skeleton Army Witch
Royal Delivery
Knight Barbarians Musketeer Hog Rider Goblin Barrel Skeleton Army Witch
Fireball
Barbarians Musketeer Hog Rider Goblin Barrel Skeleton Army Witch
Poison
Barbarians Musketeer Skeleton Army Witch
Lightning
Knight Musketeer Witch
Rocket
Barbarians Musketeer Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Knight Skeleton Army

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 Skeleton Army

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.

Barbarians Musketeer Goblin Barrel 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Goblin Barrel Skeleton Army Musketeer Hog Rider Barbarians Witch

Shortest cycle

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

12 Arrows Knight Goblin Barrel Skeleton Army

Attack Synergies 5 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.

Arrows
Hog Rider Knight Goblin Barrel
Knight
Musketeer Hog Rider Goblin Barrel Arrows Witch
Barbarians
Hog Rider
Musketeer
Knight Hog Rider
Hog Rider
Arrows Knight Musketeer Barbarians Goblin Barrel Witch
Goblin Barrel
Knight Arrows Hog Rider Skeleton Army
Skeleton Army
Goblin Barrel
Witch
Knight Hog Rider

Defense Synergies 1 6

Arrows
Knight Barbarians
Knight
Musketeer Arrows Skeleton Army Witch
Barbarians
Arrows Skeleton Army
Musketeer
Knight Skeleton Army
Hog Rider
Goblin Barrel
Skeleton Army
Knight Barbarians Musketeer
Witch
Knight

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.

Knight Musketeer
Barbarians Skeleton Army Knight Musketeer Witch
Barbarians Skeleton Army Witch Knight Musketeer
Barbarians Skeleton Army Witch Knight Musketeer
Arrows Barbarians Skeleton Army
Arrows Skeleton Army Musketeer
Musketeer Arrows Witch
Arrows Barbarians Musketeer
Barbarians Witch Musketeer Skeleton Army
Knight Skeleton Army Barbarians Musketeer
Barbarians Skeleton Army Witch Arrows Knight Musketeer
Arrows Musketeer Witch
Barbarians Skeleton Army Knight Musketeer Witch
Skeleton Army Arrows Barbarians Witch
Barbarians Skeleton Army Knight
Barbarians Skeleton Army
Barbarians Arrows Knight Musketeer Skeleton Army Witch
Arrows Knight Barbarians Musketeer Skeleton Army Witch
Arrows Witch Knight Barbarians Musketeer
Barbarians Musketeer
Skeleton Army Arrows Knight Barbarians Musketeer Witch

Counters to secondary win conditions

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

Knight Barbarians Skeleton Army Witch
Arrows Knight Musketeer
Barbarians Skeleton Army Knight Musketeer Witch
Skeleton Army Knight Barbarians Musketeer
Barbarians Knight Musketeer Skeleton Army Witch
Arrows Musketeer Witch
Skeleton Army Knight Barbarians Musketeer Witch
Knight Barbarians Skeleton Army
Knight Barbarians Skeleton Army Witch
Witch Barbarians Musketeer Skeleton Army
Knight Barbarians Musketeer Witch
Skeleton Army Arrows Barbarians
Barbarians Skeleton Army Knight Witch
Barbarians Musketeer Skeleton Army Witch
Barbarians Skeleton Army Witch Knight Musketeer
Arrows Barbarians Musketeer 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.)

Arrows Knight Musketeer
Arrows Musketeer
Arrows
Arrows Knight Barbarians Musketeer
Arrows
Arrows Musketeer Witch
Arrows Musketeer Witch
Arrows
Arrows
Musketeer
Arrows Knight Musketeer
Arrows Musketeer
Knight Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Witch
Arrows Musketeer
Arrows
Arrows Musketeer
Arrows Witch
Musketeer
Arrows
Musketeer
Arrows Barbarians Musketeer
Arrows Witch
Witch
Arrows Musketeer Witch
Arrows Musketeer Witch
Arrows Musketeer
Arrows Musketeer Witch
Musketeer Witch
Arrows Musketeer
Arrows
Arrows
Barbarians Musketeer Skeleton Army Witch
Arrows Musketeer Witch
Arrows
Knight Musketeer
Arrows Musketeer
Arrows
Musketeer
Musketeer Witch
Musketeer Witch
Musketeer Witch

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