My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
RIP
Versatility
RIP
F2P score
Mediocre

4 problems 2 warnings Why?

Missing cards in your collection

Void

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 high-damage unit!

You don't have a unit, that attacks ground 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!

Similar decks

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 Bomber Giant Skeleton Fisherman Mother Witch

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Earthquake Rage

Pump responses

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

Earthquake

Dropped at the bridge

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

Giant Skeleton

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.

Giant Skeleton

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 Bomber Giant Skeleton Fisherman
Giant Snowball
Skeletons Bomber Fisherman
Zap
Skeletons Bomber Fisherman
Barbarian Barrel
Skeletons Bomber Giant Skeleton
The Log
Skeletons Bomber Giant Skeleton Fisherman
Earthquake
Skeletons Bomber
Arrows
Skeletons Bomber
Royal Delivery
Skeletons Bomber Giant Skeleton Fisherman Mother Witch
Fireball
Bomber Fisherman Mother Witch
Poison
Bomber Fisherman Mother Witch
Lightning
Fisherman Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Earthquake

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.

Arrows Rage Giant Skeleton Mother 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bomber Rage Arrows Earthquake Fisherman Mother Witch Giant Skeleton

Shortest cycle

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

8 Skeletons Bomber Rage Arrows

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
Bomber
Giant Skeleton
Arrows
Earthquake Giant Skeleton Mother Witch
Earthquake
Arrows Giant Skeleton Mother Witch
Rage
Giant Skeleton Mother Witch
Giant Skeleton
Bomber Arrows Earthquake Rage Fisherman Mother Witch
Fisherman
Giant Skeleton
Mother Witch
Arrows Earthquake Rage Giant Skeleton

Defense Synergies 1 8

Skeletons
Fisherman Bomber Earthquake Giant Skeleton
Bomber
Skeletons Fisherman
Arrows
Giant Skeleton Mother Witch
Earthquake
Skeletons
Rage
Giant Skeleton
Skeletons Arrows Mother Witch
Fisherman
Skeletons Bomber Mother Witch
Mother Witch
Arrows Giant Skeleton Fisherman

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 Bomber
Skeletons Bomber Fisherman
Fisherman Skeletons Bomber Giant Skeleton
Skeletons Bomber Fisherman
Bomber Arrows Earthquake Giant Skeleton
Arrows Skeletons Bomber Earthquake Mother Witch
Arrows
Earthquake Arrows Giant Skeleton
Skeletons Fisherman
Skeletons Bomber Giant Skeleton Fisherman
Mother Witch Skeletons Bomber Arrows Earthquake Giant Skeleton Fisherman
Arrows
Skeletons Bomber Earthquake Giant Skeleton
Bomber Arrows Earthquake
Fisherman
Skeletons Bomber Arrows Fisherman
Arrows Bomber Fisherman
Arrows Earthquake Bomber Giant Skeleton Fisherman Mother Witch
Fisherman
Bomber Arrows Earthquake Giant Skeleton Fisherman Mother Witch

Counters to secondary win conditions

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

Skeletons Giant Skeleton Fisherman
Bomber Arrows Fisherman
Giant Skeleton Skeletons Fisherman
Giant Skeleton Fisherman
Giant Skeleton Skeletons Fisherman
Arrows Mother Witch Skeletons
Skeletons Giant Skeleton
Giant Skeleton Fisherman
Giant Skeleton Skeletons
Skeletons
Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Skeletons
Bomber
Skeletons Bomber Giant Skeleton Fisherman
Arrows Bomber Earthquake Giant Skeleton Mother 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.)

Earthquake Arrows Giant Skeleton
Arrows Fisherman
Earthquake Arrows Giant Skeleton
Earthquake Arrows Giant Skeleton
Bomber Arrows Earthquake
Arrows Mother Witch
Bomber Arrows Earthquake
Arrows Earthquake
Arrows Fisherman
Fisherman
Arrows Earthquake Fisherman
Arrows
Earthquake Fisherman
Earthquake Arrows Fisherman
Earthquake Arrows Fisherman
Earthquake Bomber Arrows
Earthquake Arrows
Arrows Earthquake
Bomber Fisherman
Bomber Arrows Earthquake Fisherman
Bomber Arrows Earthquake Mother Witch
Earthquake Giant Skeleton
Arrows
Fisherman
Earthquake Arrows
Arrows Earthquake Mother Witch Bomber
Fisherman
Arrows Earthquake Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Mother Witch
Bomber Arrows Earthquake
Arrows
Giant Skeleton
Arrows Earthquake
Earthquake
Arrows
Arrows
Arrows Bomber Earthquake
Arrows Giant Skeleton
Giant Skeleton
Giant Skeleton

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