My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
RIP

1 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!
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.

Wizard Baby Dragon Witch Magic Archer Ram Rider

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.

Wizard Baby Dragon Witch Giant Skeleton Magic Archer Ram Rider

Offensive cards

Win conditions

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

Hog Rider 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.

Hog Rider Ram Rider

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.

Hog Rider Baby Dragon Giant Skeleton Magic Archer Ram Rider

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 Giant Skeleton Magic Archer 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
Hog Rider Skeleton Army Giant Skeleton Ram Rider
Giant Snowball
Hog Rider Skeleton Army Baby Dragon Witch Ram Rider
Zap
Skeleton Army Witch Ram Rider
Barbarian Barrel
Wizard Skeleton Army Witch Giant Skeleton Magic Archer
The Log
Hog Rider Skeleton Army Witch Giant Skeleton Ram Rider
Earthquake
Hog Rider Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Hog Rider Wizard Skeleton Army Baby Dragon Witch Giant Skeleton Magic Archer Ram Rider
Fireball
Hog Rider Wizard Skeleton Army Baby Dragon Witch Magic Archer Ram Rider
Poison
Wizard Skeleton Army Witch Magic Archer
Lightning
Wizard Baby Dragon Witch Magic Archer Ram Rider
Rocket
Hog Rider Wizard Witch Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Magic Archer

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 Baby Dragon Giant Skeleton

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.

Wizard 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 Hog Rider Baby Dragon Magic Archer Wizard Witch Ram Rider Giant Skeleton

Shortest cycle

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

15 Skeleton Army Hog Rider Baby Dragon Magic Archer

Attack Synergies 1 13

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.

Hog Rider
Wizard Baby Dragon Witch Giant Skeleton Magic Archer
Wizard
Hog Rider Giant Skeleton Ram Rider
Skeleton Army
Baby Dragon
Hog Rider Witch Giant Skeleton Ram Rider
Witch
Hog Rider Baby Dragon Giant Skeleton Ram Rider
Giant Skeleton
Hog Rider Wizard Baby Dragon Witch Magic Archer
Magic Archer
Ram Rider Hog Rider Giant Skeleton
Ram Rider
Magic Archer Wizard Baby Dragon Witch

Defense Synergies 0 9

Hog Rider
Wizard
Skeleton Army Giant Skeleton
Skeleton Army
Wizard Giant Skeleton Magic Archer
Baby Dragon
Witch Giant Skeleton
Witch
Baby Dragon Giant Skeleton
Giant Skeleton
Wizard Skeleton Army Baby Dragon Witch Magic Archer
Magic Archer
Skeleton Army Giant Skeleton Ram Rider
Ram Rider
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.

Wizard Baby Dragon Magic Archer Ram Rider
Skeleton Army Witch Ram Rider
Skeleton Army Witch Ram Rider Giant Skeleton
Skeleton Army Witch Ram Rider
Skeleton Army Giant Skeleton
Skeleton Army Baby Dragon Magic Archer
Ram Rider Wizard Baby Dragon Witch Magic Archer
Baby Dragon Giant Skeleton Magic Archer Ram Rider
Witch Skeleton Army
Skeleton Army Giant Skeleton
Skeleton Army Witch Wizard Baby Dragon Giant Skeleton Magic Archer Ram Rider
Wizard Baby Dragon Witch Magic Archer Ram Rider
Skeleton Army Wizard Witch Giant Skeleton Ram Rider
Wizard Skeleton Army Baby Dragon Witch Magic Archer
Skeleton Army Ram Rider
Skeleton Army Ram Rider
Wizard Skeleton Army Witch
Wizard Skeleton Army Baby Dragon Witch Magic Archer Ram Rider
Wizard Baby Dragon Witch Giant Skeleton Magic Archer Ram Rider
Ram Rider
Wizard Skeleton Army Baby Dragon Witch Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Witch Giant Skeleton
Wizard Baby Dragon Magic Archer
Skeleton Army Giant Skeleton Witch Ram Rider
Skeleton Army Giant Skeleton Ram Rider
Giant Skeleton Skeleton Army Witch Ram Rider
Wizard Baby Dragon Witch Magic Archer Ram Rider
Skeleton Army Witch Giant Skeleton Ram Rider
Giant Skeleton Skeleton Army
Giant Skeleton Skeleton Army Baby Dragon Witch Magic Archer
Witch Skeleton Army
Witch Giant Skeleton
Skeleton Army Giant Skeleton
Skeleton Army Giant Skeleton Wizard Witch Ram Rider
Wizard Skeleton Army Baby Dragon Witch Magic Archer
Skeleton Army Witch Baby Dragon Giant Skeleton Magic Archer
Wizard Baby Dragon Witch Giant Skeleton 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 Baby Dragon Giant Skeleton
Baby Dragon Magic Archer Ram Rider
Baby Dragon Giant Skeleton Magic Archer
Giant Skeleton
Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Witch Magic Archer Ram Rider
Wizard Baby Dragon Witch Magic Archer
Wizard Baby Dragon Magic Archer Ram Rider
Wizard Ram Rider
Wizard Magic Archer Ram Rider
Wizard Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Wizard Baby Dragon Witch Magic Archer
Magic Archer Wizard Baby Dragon
Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Witch Magic Archer
Baby Dragon Giant Skeleton Magic Archer
Wizard
Baby Dragon
Wizard Baby Dragon Witch Magic Archer
Witch
Wizard Baby Dragon Witch Magic Archer Ram Rider
Wizard Baby Dragon Witch Magic Archer Ram Rider
Baby Dragon Magic Archer
Wizard Baby Dragon Witch Magic Archer
Wizard Witch
Wizard Magic Archer
Magic Archer
Giant Skeleton
Wizard Magic Archer
Skeleton Army Witch Magic Archer
Wizard Baby Dragon Witch Magic Archer Ram Rider
Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Giant Skeleton
Baby Dragon Witch Giant Skeleton Magic Archer
Witch Magic Archer
Baby Dragon Witch Giant Skeleton Magic Archer

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