My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Bad
Versatility
Bad
F2P score
RIP

2 problems 3 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 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!
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 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.

Fire Spirit Mother Witch

Defensive buildings

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

Mortar

Investments

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

Skeletons Giant Skeleton Mother Witch Skeleton King

Offensive cards

Win conditions

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

Mortar

Damage spells

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

The Log

Punishments

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

Mortar

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.

Fire Spirit Mortar 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.

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 Clone Giant Skeleton Skeleton King
Giant Snowball
Skeletons Fire Spirit Clone Skeleton King
Zap
Skeletons Fire Spirit Mortar Clone Skeleton King
Barbarian Barrel
Skeletons Fire Spirit Mortar Clone Giant Skeleton Skeleton King
The Log
Skeletons Fire Spirit Clone Giant Skeleton Skeleton King
Earthquake
Skeletons Mortar Clone Skeleton King
Arrows
Skeletons Fire Spirit Clone Skeleton King
Royal Delivery
Skeletons Fire Spirit Clone Giant Skeleton Mother Witch Skeleton King
Fireball
Mortar Clone Mother Witch Skeleton King
Poison
Mortar Clone Mother Witch Skeleton King
Lightning
Mortar Mother Witch Skeleton King
Rocket
Mortar Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Mortar The Log Skeleton King

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.

Fire Spirit Clone Giant Skeleton Mother Witch

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.

Fire Spirit

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.

Skeletons Fire Spirit The Log Clone Mortar Mother Witch Skeleton King Giant Skeleton

Shortest cycle

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

7 Skeletons Fire Spirit The Log Clone

Attack Synergies 1 7

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
Fire Spirit
Mortar Giant Skeleton Mother Witch
Mortar
Fire Spirit The Log Skeleton King
Clone
Giant Skeleton
Giant Skeleton
Clone Fire Spirit The Log Mother Witch
The Log
Mortar Giant Skeleton
Mother Witch
Fire Spirit Giant Skeleton
Skeleton King
Mortar

Defense Synergies 0 12

Skeletons
Fire Spirit Mortar Giant Skeleton The Log
Fire Spirit
Skeletons Giant Skeleton The Log
Mortar
Skeletons The Log Skeleton King
Clone
Giant Skeleton
Skeletons Fire Spirit The Log Mother Witch
The Log
Skeletons Fire Spirit Mortar Giant Skeleton Mother Witch
Mother Witch
Giant Skeleton The Log Skeleton King
Skeleton King
Mortar Mother Witch

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.

Mortar The Log
Skeletons Mortar The Log
Mortar Skeletons Fire Spirit Giant Skeleton
Skeletons Mortar Skeleton King
Giant Skeleton The Log
The Log Skeletons Fire Spirit Mother Witch
Fire Spirit Mortar
Giant Skeleton The Log
Skeletons Mortar Skeleton King
Skeletons Fire Spirit Giant Skeleton
Mother Witch Skeletons Giant Skeleton The Log Skeleton King
Mortar Skeletons Fire Spirit Giant Skeleton The Log
Fire Spirit Mortar The Log Skeleton King
Mortar Skeleton King
Mortar The Log
Skeletons Mortar
Fire Spirit Mortar The Log
Mortar The Log Fire Spirit Giant Skeleton Mother Witch
Mortar
Fire Spirit Giant Skeleton The Log Mother Witch

Counters to secondary win conditions

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

Skeletons Giant Skeleton
Mortar The Log
Giant Skeleton Skeletons The Log
Giant Skeleton The Log
Giant Skeleton Skeletons
Fire Spirit Mother Witch Skeletons
Skeletons Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons Mortar The Log
Skeletons
Giant Skeleton
Giant Skeleton The Log
Giant Skeleton Skeletons Skeleton King
Skeletons Mortar Giant Skeleton The Log Skeleton King
Giant Skeleton The Log Mother Witch 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.)

Mortar Giant Skeleton The Log
Mortar The Log
Giant Skeleton The Log
Giant Skeleton The Log
Fire Spirit Mortar The Log
Mother Witch Fire Spirit
Fire Spirit Mortar The Log
The Log Fire Spirit
The Log Mortar
Fire Spirit
Mortar The Log
Fire Spirit
Fire Spirit Mortar The Log
Mortar
Mortar The Log
Mortar The Log
Mortar The Log
Mortar
Fire Spirit Mortar The Log
Fire Spirit Mortar The Log Mother Witch
Giant Skeleton The Log
The Log
Mortar The Log
The Log Mother Witch Fire Spirit Mortar
Mortar The Log
Mortar The Log
Mortar The Log
Fire Spirit Mother Witch
Mortar The Log
Giant Skeleton
The Log
Fire Spirit
Fire Spirit
The Log
The Log Mortar Skeleton King
Giant Skeleton
Giant Skeleton The Log Skeleton King
Mortar Giant Skeleton The Log

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