My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Good
F2P score
RIP

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Mother 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.

Archers Royal Giant Giant Skeleton Fisherman Mother Witch Monk

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Rage

Punishments

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

Royal Giant

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.

Royal Giant Giant Skeleton

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 Monk

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
Archers Royal Giant Giant Skeleton Fisherman
Giant Snowball
Archers Fisherman
Zap
Archers Royal Giant Fisherman
Barbarian Barrel
Archers Giant Skeleton
The Log
Archers Royal Giant Giant Skeleton Fisherman
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Giant Skeleton Fisherman Mother Witch
Fireball
Archers Fisherman Mother Witch
Poison
Archers Fisherman Mother Witch
Lightning
Fisherman Mother Witch Monk
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Rage Giant Skeleton Mother Witch

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.

Royal Giant

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 Archers Arrows Fisherman Mother Witch Monk Royal Giant Giant Skeleton

Shortest cycle

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

11 Rage Archers Arrows Fisherman

Attack Synergies 3 12

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.

Archers
Arrows Royal Giant Giant Skeleton Fisherman
Arrows
Royal Giant Archers Giant Skeleton Mother Witch
Royal Giant
Arrows Fisherman Mother Witch Archers Giant Skeleton Monk
Rage
Giant Skeleton Mother Witch
Giant Skeleton
Archers Arrows Royal Giant Rage Fisherman Mother Witch
Fisherman
Royal Giant Archers Giant Skeleton
Mother Witch
Royal Giant Arrows Rage Giant Skeleton
Monk
Royal Giant

Defense Synergies 0 8

Archers
Giant Skeleton Fisherman
Arrows
Giant Skeleton Mother Witch Monk
Royal Giant
Rage
Giant Skeleton
Archers Arrows Mother Witch
Fisherman
Archers Mother Witch Monk
Mother Witch
Arrows Giant Skeleton Fisherman
Monk
Arrows 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.

Fisherman Monk
Fisherman Archers Giant Skeleton
Fisherman Monk
Arrows Giant Skeleton Monk
Arrows Archers Mother Witch
Archers Arrows
Arrows Giant Skeleton Monk
Fisherman
Archers Giant Skeleton Fisherman
Archers Mother Witch Arrows Giant Skeleton Fisherman
Arrows Archers
Giant Skeleton
Arrows
Monk Fisherman
Arrows Fisherman
Arrows Archers Fisherman
Arrows Archers Giant Skeleton Fisherman Mother Witch
Fisherman
Archers Arrows Giant Skeleton Fisherman Mother Witch

Counters to secondary win conditions

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

Archers Giant Skeleton Fisherman
Archers Arrows Fisherman Monk
Giant Skeleton Fisherman
Giant Skeleton Fisherman Monk
Giant Skeleton Fisherman
Arrows Mother Witch Archers Monk
Archers Giant Skeleton
Giant Skeleton Fisherman
Giant Skeleton Monk
Giant Skeleton
Monk Arrows Giant Skeleton
Giant Skeleton
Archers
Archers Giant Skeleton Fisherman Monk
Arrows Archers Giant Skeleton 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.)

Arrows Giant Skeleton Monk
Arrows Monk Fisherman
Arrows Giant Skeleton
Arrows Giant Skeleton
Arrows
Arrows Mother Witch Monk
Archers Arrows
Arrows
Arrows Monk Fisherman
Fisherman
Monk Arrows Fisherman
Monk Archers Arrows
Fisherman
Arrows Fisherman Monk
Arrows Fisherman
Arrows
Arrows
Monk Arrows
Fisherman
Archers Arrows Fisherman Monk
Arrows Mother Witch Monk
Giant Skeleton Monk
Arrows
Fisherman Monk
Arrows Monk
Arrows Mother Witch
Fisherman
Arrows Fisherman Monk
Arrows Fisherman Monk
Arrows Fisherman
Archers Arrows Mother Witch
Arrows
Arrows Monk
Giant Skeleton
Arrows Monk
Archers
Archers Arrows Monk
Arrows
Arrows
Monk Arrows Giant Skeleton
Giant Skeleton
Giant Skeleton Monk

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