My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air 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!
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!
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.

Mother Witch

Defensive buildings

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

Tombstone Goblin Drill

Investments

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

Tombstone Bowler Fisherman Mother Witch

Offensive cards

Win conditions

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

Wall Breakers Goblin Drill

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.

Wall Breakers

Pump responses

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

Earthquake Goblin Drill

Dropped at the bridge

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

Wall Breakers

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 Drill

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
Wall Breakers Guards Goblin Drill Fisherman
Giant Snowball
Tombstone Wall Breakers Guards Goblin Drill Fisherman
Zap
Tombstone Wall Breakers Guards Goblin Drill Fisherman
Barbarian Barrel
Tombstone Wall Breakers Guards Goblin Drill
The Log
Tombstone Wall Breakers Guards Goblin Drill Fisherman
Earthquake
Tombstone Guards Goblin Drill
Arrows
Tombstone Wall Breakers Guards Goblin Drill
Royal Delivery
Wall Breakers Guards Goblin Drill Bowler Fisherman Mother Witch
Fireball
Tombstone Wall Breakers Goblin Drill Bowler Fisherman Mother Witch
Poison
Tombstone Guards Goblin Drill Fisherman Mother Witch
Lightning
Tombstone Bowler Fisherman Mother Witch
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Bowler

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.

Tombstone Guards Goblin Drill Bowler 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Tombstone Earthquake Guards Fisherman Goblin Drill Mother Witch Bowler

Shortest cycle

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

11 Wall Breakers Tombstone Earthquake Guards

Attack Synergies 1 5

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.

Tombstone
Earthquake
Wall Breakers Mother Witch
Wall Breakers
Goblin Drill Earthquake
Guards
Goblin Drill
Wall Breakers Mother Witch
Bowler
Fisherman Mother Witch
Fisherman
Bowler
Mother Witch
Earthquake Goblin Drill Bowler

Defense Synergies 1 8

Tombstone
Earthquake Guards Mother Witch
Earthquake
Tombstone
Wall Breakers
Guards
Fisherman Tombstone Goblin Drill Mother Witch
Goblin Drill
Guards Mother Witch
Bowler
Mother Witch
Fisherman
Guards Mother Witch
Mother Witch
Tombstone Guards Goblin Drill Bowler 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 Bowler Tombstone
Tombstone Goblin Drill Fisherman
Bowler Fisherman Tombstone Goblin Drill
Tombstone Guards Goblin Drill Bowler Fisherman
Tombstone Earthquake Bowler
Bowler Earthquake Guards Mother Witch
Tombstone
Earthquake Bowler
Tombstone Goblin Drill Fisherman
Guards Bowler Fisherman
Guards Mother Witch Tombstone Earthquake Goblin Drill Bowler Fisherman
Tombstone Goblin Drill Bowler Earthquake Guards
Bowler Tombstone Earthquake Guards Goblin Drill
Tombstone Goblin Drill
Goblin Drill Bowler Fisherman
Tombstone Goblin Drill Bowler Fisherman
Tombstone Guards Goblin Drill Bowler Fisherman
Earthquake Goblin Drill Tombstone Guards Bowler Fisherman Mother Witch
Goblin Drill Fisherman
Bowler Earthquake Guards Fisherman Mother Witch

Counters to secondary win conditions

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

Guards Tombstone Bowler Fisherman
Bowler Fisherman
Tombstone Guards Bowler Fisherman
Guards Bowler Fisherman
Tombstone Guards Goblin Drill Bowler Fisherman
Mother Witch
Guards Tombstone Bowler
Fisherman
Tombstone
Tombstone Guards Goblin Drill
Tombstone Guards Bowler
Guards Bowler
Bowler Tombstone Guards
Bowler
Tombstone Guards Goblin Drill Bowler Fisherman
Bowler Earthquake 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 Guards Goblin Drill
Bowler Fisherman
Earthquake Goblin Drill
Earthquake Guards
Earthquake Bowler
Mother Witch
Earthquake Bowler
Earthquake Bowler
Fisherman
Guards Bowler Fisherman
Earthquake Bowler Fisherman
Earthquake Bowler Fisherman
Earthquake Fisherman
Earthquake Fisherman
Earthquake Goblin Drill Bowler
Earthquake Bowler
Earthquake
Fisherman
Earthquake Bowler Fisherman
Earthquake Bowler Mother Witch
Earthquake Bowler
Bowler Fisherman
Earthquake Goblin Drill
Earthquake Mother Witch Bowler
Fisherman
Earthquake Bowler Fisherman
Bowler Fisherman
Fisherman
Mother Witch
Guards
Bowler
Earthquake
Earthquake Bowler
Earthquake Tombstone Guards
Bowler
Earthquake Bowler
Guards Bowler
Bowler

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