My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
RIP
Versatility
Mediocre
F2P score
RIP

2 problems 5 warnings Why?

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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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 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!
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!
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.

Firecracker 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.

Bomber Firecracker Witch Giant Skeleton Skeleton King

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.

Rage

Pump responses

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

Missing

Dropped at the bridge

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

Giant Skeleton Skeleton King

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.

Firecracker 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
Bomber Clone Giant Skeleton Skeleton King
Giant Snowball
Bomber Clone Witch Skeleton King
Zap
Bomber Firecracker Clone Witch Skeleton King
Barbarian Barrel
Bomber Firecracker Clone Witch Giant Skeleton Skeleton King
The Log
Bomber Firecracker Clone Witch Giant Skeleton Skeleton King
Earthquake
Bomber Firecracker Clone Witch Skeleton King
Arrows
Bomber Firecracker Clone Witch Skeleton King
Royal Delivery
Bomber Firecracker Clone Witch Giant Skeleton Skeleton King
Fireball
Bomber Firecracker Clone Witch Skeleton King
Poison
Bomber Firecracker Clone Witch Skeleton King
Lightning
Witch Skeleton King
Rocket
Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Firecracker Skeleton King

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.

Rage Clone Giant Skeleton

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.

Mirror Bomber Rage Firecracker Clone Skeleton King Witch Giant Skeleton

Shortest cycle

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

7 Mirror Bomber Rage Firecracker

Attack Synergies 2 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.

Bomber
Giant Skeleton
Firecracker
Mirror Giant Skeleton
Mirror
Firecracker Giant Skeleton
Rage
Witch Giant Skeleton
Clone
Giant Skeleton Witch
Witch
Rage Clone Giant Skeleton Skeleton King
Giant Skeleton
Clone Bomber Firecracker Mirror Rage Witch
Skeleton King
Witch

Defense Synergies 0 3

Bomber
Firecracker
Mirror Giant Skeleton
Mirror
Firecracker
Rage
Clone
Witch
Giant Skeleton
Giant Skeleton
Firecracker Witch
Skeleton King

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.

Bomber Firecracker
Bomber Firecracker Witch
Witch Bomber Giant Skeleton
Witch Bomber Firecracker Skeleton King
Bomber Firecracker Giant Skeleton
Bomber Firecracker
Firecracker Witch
Giant Skeleton
Witch Skeleton King
Bomber Firecracker Giant Skeleton
Witch Bomber Firecracker Giant Skeleton Skeleton King
Firecracker Witch
Bomber Witch Giant Skeleton
Bomber Firecracker Witch Skeleton King
Skeleton King
Bomber Firecracker Witch
Bomber Firecracker Witch
Witch Bomber Firecracker Giant Skeleton
Bomber Firecracker Witch Giant Skeleton

Counters to secondary win conditions

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

Witch Giant Skeleton
Bomber Firecracker
Giant Skeleton Witch
Giant Skeleton
Giant Skeleton Witch
Firecracker Witch
Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Firecracker Witch
Witch
Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Witch Skeleton King
Bomber Firecracker Witch
Witch Bomber Firecracker Giant Skeleton Skeleton King
Bomber Firecracker Witch Giant Skeleton Skeleton King

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.)

Firecracker Giant Skeleton
Firecracker
Giant Skeleton
Firecracker Giant Skeleton
Bomber Firecracker
Firecracker Witch
Bomber Firecracker Witch
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Bomber Firecracker Witch
Firecracker
Bomber
Bomber Firecracker
Bomber Firecracker Witch
Giant Skeleton
Firecracker Bomber Witch
Witch
Firecracker Witch
Witch
Firecracker
Firecracker Witch
Firecracker Witch
Bomber
Firecracker
Giant Skeleton
Firecracker
Witch
Firecracker Witch
Firecracker
Bomber Firecracker Skeleton King
Giant Skeleton
Firecracker
Firecracker Witch Giant Skeleton Skeleton King
Firecracker Witch
Firecracker Witch Giant Skeleton

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