My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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 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 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!
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.

Archers Goblin Hut Witch

Defensive buildings

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

Goblin Hut Barbarian Hut

Investments

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

Archers Goblin Hut Barbarian Hut Witch Prince

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Prince

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.

Barbarians Hog Rider Prince

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.

Hog Rider

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 Hog Rider Skeleton Army Prince
Giant Snowball
Archers Barbarians Hog Rider Goblin Hut Skeleton Army Witch
Zap
Archers Goblin Hut Skeleton Army Witch Prince
Barbarian Barrel
Archers Barbarians Goblin Hut Barbarian Hut Skeleton Army Witch
The Log
Archers Barbarians Hog Rider Goblin Hut Barbarian Hut Skeleton Army Witch Prince
Earthquake
Archers Barbarians Hog Rider Goblin Hut Barbarian Hut Skeleton Army Witch
Arrows
Archers Goblin Hut Skeleton Army Witch
Royal Delivery
Archers Barbarians Hog Rider Goblin Hut Skeleton Army Witch Prince
Fireball
Archers Barbarians Hog Rider Goblin Hut Barbarian Hut Skeleton Army Witch
Poison
Archers Barbarians Goblin Hut Barbarian Hut Skeleton Army Witch
Lightning
Goblin Hut Barbarian Hut Witch Prince
Rocket
Barbarians Hog Rider Goblin Hut Barbarian Hut Witch 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.

Skeleton Army Prince

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.

Barbarians 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.

Archers Skeleton Army Hog Rider Barbarians Goblin Hut Witch Prince Barbarian Hut

Shortest cycle

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

15 Archers Skeleton Army Hog Rider Barbarians

Attack Synergies 0 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
Hog Rider Goblin Hut Barbarian Hut Prince
Barbarians
Hog Rider
Hog Rider
Archers Barbarians Goblin Hut Barbarian Hut Witch Prince
Goblin Hut
Archers Hog Rider Barbarian Hut Prince
Barbarian Hut
Archers Hog Rider Goblin Hut
Skeleton Army
Witch
Hog Rider Prince
Prince
Archers Hog Rider Goblin Hut Witch

Defense Synergies 0 10

Archers
Goblin Hut Barbarian Hut Skeleton Army Witch
Barbarians
Skeleton Army
Hog Rider
Goblin Hut
Archers Barbarian Hut Skeleton Army
Barbarian Hut
Archers Goblin Hut Skeleton Army
Skeleton Army
Archers Barbarians Goblin Hut Barbarian Hut Prince
Witch
Archers Prince
Prince
Skeleton Army 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.

Barbarian Hut Goblin Hut
Barbarians Barbarian Hut Skeleton Army Goblin Hut Witch Prince
Barbarians Goblin Hut Barbarian Hut Skeleton Army Witch Prince Archers
Barbarians Goblin Hut Barbarian Hut Skeleton Army Witch Prince
Barbarians Skeleton Army Prince
Skeleton Army Archers
Archers Goblin Hut Barbarian Hut Witch
Barbarian Hut Barbarians
Barbarians Barbarian Hut Witch Goblin Hut Skeleton Army Prince
Skeleton Army Archers Barbarians Prince
Archers Barbarians Skeleton Army Witch Goblin Hut
Archers Goblin Hut Barbarian Hut Witch
Barbarians Goblin Hut Barbarian Hut Skeleton Army Prince Witch
Barbarian Hut Skeleton Army Barbarians Goblin Hut Witch Prince
Barbarians Barbarian Hut Skeleton Army Goblin Hut Prince
Barbarians Barbarian Hut Skeleton Army Goblin Hut Prince
Barbarians Barbarian Hut Goblin Hut Skeleton Army Witch Prince
Archers Barbarians Goblin Hut Barbarian Hut Skeleton Army Witch Prince
Witch Archers Barbarians Goblin Hut Barbarian Hut
Barbarians Barbarian Hut Goblin Hut Prince
Skeleton Army Archers Barbarians Witch Prince

Counters to secondary win conditions

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

Barbarians Barbarian Hut Skeleton Army Archers Goblin Hut Witch Prince
Archers Prince
Barbarians Skeleton Army Goblin Hut Barbarian Hut Witch Prince
Skeleton Army Prince Barbarians Barbarian Hut
Barbarians Barbarian Hut Goblin Hut Skeleton Army Witch Prince
Archers Goblin Hut Witch
Skeleton Army Prince Archers Barbarians Goblin Hut Barbarian Hut Witch
Barbarians Barbarian Hut Skeleton Army Prince
Barbarians Goblin Hut Barbarian Hut Skeleton Army Witch Prince
Witch Barbarians Goblin Hut Barbarian Hut Skeleton Army
Barbarians Goblin Hut Witch Prince
Skeleton Army Barbarians Prince
Barbarians Skeleton Army Prince Barbarian Hut Witch
Archers Barbarians Barbarian Hut Skeleton Army Witch
Barbarians Goblin Hut Skeleton Army Witch Archers Barbarian Hut Prince
Archers Barbarians Goblin Hut Barbarian Hut 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.)

Barbarian Hut
Goblin Hut Barbarian Hut
Barbarians Barbarian Hut Prince
Witch
Archers Witch
Barbarian Hut
Prince
Prince
Archers
Goblin Hut Barbarian Hut
Goblin Hut Barbarian Hut Prince
Goblin Hut Barbarian Hut Witch
Goblin Hut Barbarian Hut
Archers Prince
Witch
Prince
Prince
Barbarians Barbarian Hut
Witch
Witch
Witch
Witch Prince
Archers Witch
Goblin Hut Witch
Prince
Archers Barbarians Goblin Hut Barbarian Hut Skeleton Army Witch Prince
Archers Witch
Prince
Prince
Witch
Witch
Witch Prince

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