My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Mother Witch Little Prince Archer Queen Monk

Deck tips

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

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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Witch Goblin Giant Little Prince

Defensive buildings

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

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.

Battle Ram Witch Goblin Giant Fisherman Little Prince

Offensive cards

Win conditions

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

Battle Ram Goblin Drill Goblin Giant

Damage spells

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

Rage

Punishments

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

Battle Ram Goblin Giant

Pump responses

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

Goblin Drill

Dropped at the bridge

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

Battle Ram Goblin Giant

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
Battle Ram Skeleton Army Goblin Drill Fisherman
Giant Snowball
Battle Ram Skeleton Army Goblin Drill Witch Fisherman Little Prince
Zap
Battle Ram Skeleton Army Goblin Drill Witch Goblin Giant Fisherman Little Prince
Barbarian Barrel
Battle Ram Skeleton Army Goblin Drill Witch Little Prince
The Log
Battle Ram Skeleton Army Goblin Drill Witch Fisherman Little Prince
Earthquake
Skeleton Army Goblin Drill Witch
Arrows
Skeleton Army Goblin Drill Witch Little Prince
Royal Delivery
Battle Ram Skeleton Army Goblin Drill Witch Fisherman Little Prince
Fireball
Battle Ram Skeleton Army Goblin Drill Witch Fisherman Little Prince
Poison
Skeleton Army Goblin Drill Witch Fisherman Little Prince
Lightning
Battle Ram Witch Fisherman Little Prince
Rocket
Witch Little Prince

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

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.

Battle Ram Rage Skeleton Army Goblin Drill

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.

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.

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.

Rage Skeleton Army Fisherman Little Prince Battle Ram Goblin Drill Witch Goblin Giant

Shortest cycle

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

11 Rage Skeleton Army Fisherman Little Prince

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.

Battle Ram
Witch
Rage
Witch Goblin Giant
Skeleton Army
Goblin Drill
Witch
Rage Battle Ram Goblin Giant
Goblin Giant
Rage Witch Fisherman Little Prince
Fisherman
Goblin Giant
Little Prince
Goblin Giant

Defense Synergies 0 2

Battle Ram
Rage
Skeleton Army
Goblin Drill
Goblin Drill
Skeleton Army
Witch
Fisherman
Goblin Giant
Fisherman
Witch
Little Prince

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.

Goblin Giant
Skeleton Army Goblin Drill Witch Fisherman
Skeleton Army Witch Fisherman Goblin Drill
Skeleton Army Witch Goblin Drill Fisherman
Skeleton Army
Skeleton Army
Witch Little Prince
Goblin Giant
Witch Skeleton Army Goblin Drill Fisherman
Skeleton Army Fisherman Little Prince
Skeleton Army Witch Goblin Drill Goblin Giant Fisherman
Witch
Skeleton Army Goblin Drill Witch
Skeleton Army Goblin Drill Witch
Skeleton Army Goblin Drill
Skeleton Army Goblin Drill Fisherman
Skeleton Army Goblin Drill Witch Fisherman
Skeleton Army Goblin Drill Witch Fisherman Little Prince
Goblin Drill Witch Fisherman Little Prince
Goblin Drill Fisherman
Skeleton Army Witch Goblin Giant Fisherman Little Prince

Counters to secondary win conditions

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

Skeleton Army Witch Fisherman
Fisherman
Skeleton Army Witch Goblin Giant Fisherman
Skeleton Army Goblin Giant Fisherman
Skeleton Army Goblin Drill Witch Goblin Giant Fisherman
Witch Goblin Giant
Skeleton Army Witch Goblin Giant
Skeleton Army Goblin Giant Fisherman
Skeleton Army Witch
Witch Skeleton Army Goblin Drill Goblin Giant
Witch
Skeleton Army Goblin Giant
Skeleton Army Witch Goblin Giant
Skeleton Army Witch
Skeleton Army Witch Goblin Drill Goblin Giant Fisherman Little Prince
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.)

Goblin Drill
Fisherman
Goblin Drill Goblin Giant
Witch Goblin Giant
Witch
Fisherman
Fisherman
Fisherman
Fisherman
Fisherman
Fisherman
Goblin Drill Witch
Fisherman
Fisherman
Witch Little Prince
Fisherman
Goblin Drill
Witch Little Prince
Witch Fisherman
Witch Fisherman
Witch Fisherman
Fisherman
Witch Little Prince
Witch
Skeleton Army Witch
Witch
Witch
Witch
Witch Goblin Giant Little Prince

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