My Best Clash Royale Deck

Deck Check Rating

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

2 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-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 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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.

Bats Goblin Gang 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 Bats Witch

Offensive cards

Win conditions

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

Royal Hogs Graveyard

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.

Goblin Gang Royal Hogs Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Goblin Gang Royal Hogs

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.

Royal Hogs Graveyard

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 Bats Goblin Gang Royal Hogs Skeleton Army Clone Graveyard
Giant Snowball
Skeletons Bats Goblin Gang Royal Hogs Skeleton Army Clone Witch Graveyard
Zap
Skeletons Bats Goblin Gang Royal Hogs Skeleton Army Clone Witch Graveyard
Barbarian Barrel
Skeletons Goblin Gang Royal Hogs Skeleton Army Clone Witch Graveyard
The Log
Skeletons Goblin Gang Royal Hogs Skeleton Army Clone Witch Graveyard
Earthquake
Skeletons Goblin Gang Royal Hogs Skeleton Army Clone Witch Graveyard
Arrows
Skeletons Bats Goblin Gang Royal Hogs Skeleton Army Clone Witch Graveyard
Royal Delivery
Skeletons Bats Goblin Gang Royal Hogs Skeleton Army Clone Witch Graveyard
Fireball
Goblin Gang Royal Hogs Skeleton Army Clone Witch
Poison
Bats Goblin Gang Royal Hogs Skeleton Army Clone Witch Graveyard
Lightning
Witch
Rocket
Royal Hogs 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

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.

Bats Skeleton Army Clone

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 Graveyard

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.

Goblin Gang 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 Bats Goblin Gang Skeleton Army Clone Royal Hogs Witch Graveyard

Shortest cycle

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

9 Skeletons Bats Goblin Gang Skeleton Army

Attack Synergies 1 8

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
Bats
Royal Hogs Clone Graveyard
Goblin Gang
Royal Hogs Clone
Royal Hogs
Bats Goblin Gang Clone
Skeleton Army
Clone
Clone
Skeleton Army Bats Goblin Gang Royal Hogs Witch
Witch
Clone Graveyard
Graveyard
Bats Witch

Defense Synergies 0 3

Skeletons
Bats Witch
Bats
Skeletons
Goblin Gang
Skeleton Army
Royal Hogs
Skeleton Army
Goblin Gang
Clone
Witch
Skeletons
Graveyard

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 Army Skeletons Bats Goblin Gang Witch
Goblin Gang Skeleton Army Witch Skeletons Bats
Skeleton Army Witch Skeletons Bats Goblin Gang
Skeleton Army
Goblin Gang Skeleton Army Skeletons Bats
Bats Goblin Gang Witch
Witch Skeletons Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Skeletons
Bats Goblin Gang Skeleton Army Witch Skeletons
Bats Goblin Gang Witch
Skeleton Army Skeletons Bats Goblin Gang Witch
Skeleton Army Bats Goblin Gang Witch
Skeleton Army Goblin Gang
Skeleton Army Goblin Gang
Skeletons Bats Goblin Gang Skeleton Army Witch
Bats Goblin Gang Skeleton Army Witch
Witch Bats
Goblin Gang Skeleton Army Bats Witch

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Skeletons Witch
Goblin Gang
Goblin Gang Skeleton Army Skeletons Bats Witch
Goblin Gang Skeleton Army Bats
Skeletons Goblin Gang Skeleton Army Witch
Skeletons Bats Goblin Gang Witch
Goblin Gang Skeleton Army Skeletons Bats Witch
Skeleton Army
Skeletons Bats Skeleton Army Witch
Witch Skeletons Goblin Gang Skeleton Army
Bats Witch
Skeleton Army
Skeleton Army Skeletons Goblin Gang Witch
Skeleton Army Witch
Goblin Gang Skeleton Army Witch Skeletons Bats
Bats 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.)

Bats Witch
Witch
Bats Goblin Gang
Witch
Bats
Witch
Witch
Witch
Witch
Witch
Bats Witch
Bats Witch
Bats Goblin Gang Skeleton Army Witch
Witch
Goblin Gang
Bats Goblin Gang Witch
Bats Witch
Witch

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