My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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-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 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.

Goblin Hut Witch Magic Archer Ram Rider

Defensive buildings

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

Goblin Hut

Investments

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

Goblin Hut Elixir Collector Witch Magic Archer Lumberjack Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram 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.

Lumberjack Ram Rider Mega Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Magic Archer Lumberjack Ram Rider Mega Knight

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.

Magic Archer Lumberjack Ram 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
Skeleton Army Ram Rider
Giant Snowball
Goblin Hut Skeleton Army Witch Lumberjack Ram Rider
Zap
Goblin Hut Skeleton Army Witch Ram Rider
Barbarian Barrel
Goblin Hut Skeleton Army Witch Magic Archer Lumberjack
The Log
Goblin Hut Skeleton Army Witch Lumberjack Ram Rider
Earthquake
Goblin Hut Elixir Collector Skeleton Army Witch
Arrows
Goblin Hut Skeleton Army Witch
Royal Delivery
Goblin Hut Skeleton Army Witch Magic Archer Lumberjack Ram Rider
Fireball
Goblin Hut Elixir Collector Skeleton Army Witch Magic Archer Lumberjack Ram Rider
Poison
Goblin Hut Elixir Collector Skeleton Army Witch Magic Archer
Lightning
Goblin Hut Elixir Collector Witch Magic Archer Lumberjack Ram Rider
Rocket
Goblin Hut Elixir Collector Witch Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer Mega Knight

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.

Elixir Collector Skeleton Army Mega Knight

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.

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.

Skeleton Army Magic Archer Lumberjack Goblin Hut Witch Ram Rider Elixir Collector Mega Knight

Shortest cycle

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

16 Skeleton Army Magic Archer Lumberjack Goblin Hut

Attack Synergies 1 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.

Goblin Hut
Magic Archer Lumberjack Ram Rider Mega Knight
Elixir Collector
Skeleton Army
Witch
Lumberjack Ram Rider Mega Knight
Magic Archer
Ram Rider Goblin Hut Lumberjack Mega Knight
Lumberjack
Goblin Hut Witch Magic Archer Ram Rider Mega Knight
Ram Rider
Magic Archer Goblin Hut Witch Lumberjack Mega Knight
Mega Knight
Goblin Hut Witch Magic Archer Lumberjack Ram Rider

Defense Synergies 0 10

Goblin Hut
Skeleton Army Lumberjack
Elixir Collector
Skeleton Army
Goblin Hut Magic Archer Lumberjack
Witch
Lumberjack Mega Knight
Magic Archer
Skeleton Army Lumberjack Ram Rider Mega Knight
Lumberjack
Goblin Hut Skeleton Army Witch Magic Archer Ram Rider
Ram Rider
Magic Archer Lumberjack
Mega Knight
Witch Magic Archer

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.

Goblin Hut Magic Archer Ram Rider
Skeleton Army Lumberjack Goblin Hut Witch Ram Rider Mega Knight
Goblin Hut Skeleton Army Witch Lumberjack Ram Rider Mega Knight
Goblin Hut Skeleton Army Witch Lumberjack Ram Rider Mega Knight
Skeleton Army Lumberjack Mega Knight
Skeleton Army Magic Archer Lumberjack Mega Knight
Ram Rider Goblin Hut Witch Magic Archer
Magic Archer Ram Rider Mega Knight
Witch Goblin Hut Skeleton Army Lumberjack
Skeleton Army Lumberjack Mega Knight
Skeleton Army Witch Goblin Hut Magic Archer Lumberjack Ram Rider Mega Knight
Goblin Hut Witch Magic Archer Ram Rider
Goblin Hut Skeleton Army Lumberjack Mega Knight Witch Ram Rider
Skeleton Army Mega Knight Goblin Hut Witch Magic Archer Lumberjack
Skeleton Army Goblin Hut Lumberjack Ram Rider Mega Knight
Skeleton Army Goblin Hut Lumberjack Ram Rider Mega Knight
Mega Knight Goblin Hut Skeleton Army Witch Lumberjack
Mega Knight Goblin Hut Skeleton Army Witch Magic Archer Lumberjack Ram Rider
Witch Goblin Hut Magic Archer Lumberjack Ram Rider Mega Knight
Goblin Hut Lumberjack Ram Rider
Skeleton Army Mega Knight Witch Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Mega Knight Goblin Hut Witch
Magic Archer Lumberjack Mega Knight
Skeleton Army Lumberjack Mega Knight Goblin Hut Witch Ram Rider
Skeleton Army Lumberjack Mega Knight Ram Rider
Goblin Hut Skeleton Army Witch Lumberjack Ram Rider Mega Knight
Goblin Hut Witch Magic Archer Ram Rider
Skeleton Army Goblin Hut Witch Lumberjack Ram Rider
Mega Knight Skeleton Army Lumberjack
Mega Knight Goblin Hut Skeleton Army Witch Magic Archer
Witch Goblin Hut Skeleton Army
Mega Knight Goblin Hut Witch Lumberjack
Skeleton Army Mega Knight
Skeleton Army Mega Knight Witch Lumberjack Ram Rider
Skeleton Army Witch Magic Archer Mega Knight
Goblin Hut Skeleton Army Witch Magic Archer Lumberjack
Mega Knight Goblin Hut Witch Magic Archer

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.)

Magic Archer
Magic Archer Ram Rider
Goblin Hut Magic Archer
Magic Archer Mega Knight
Witch Magic Archer Ram Rider
Witch Magic Archer
Magic Archer Ram Rider
Ram Rider
Lumberjack
Magic Archer Ram Rider
Magic Archer
Goblin Hut Magic Archer
Magic Archer
Goblin Hut Magic Archer
Goblin Hut Witch Magic Archer
Magic Archer Goblin Hut Mega Knight
Magic Archer Mega Knight
Witch Magic Archer Mega Knight
Magic Archer Mega Knight
Witch Magic Archer Mega Knight
Witch
Witch Magic Archer Ram Rider
Witch Magic Archer Ram Rider Mega Knight
Magic Archer
Witch Magic Archer
Goblin Hut Witch
Magic Archer Mega Knight
Magic Archer
Mega Knight
Magic Archer
Goblin Hut Skeleton Army Witch Magic Archer
Witch Magic Archer Ram Rider
Magic Archer Lumberjack Mega Knight
Magic Archer
Mega Knight
Witch Magic Archer
Witch Magic Archer
Witch Magic Archer Mega Knight

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