My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
RIP

1 problems 7 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Hunter Witch

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 Hunter Witch Bowler Mega Knight

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 Mega Knight

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Hunter Witch

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Bowler 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.

Skeleton Army Bowler 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.

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.

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 Hunter Barbarians Goblin Hut Witch Bowler Mega Knight

Shortest cycle

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

16 Skeleton Army Hog Rider Hunter 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.

Barbarians
Hog Rider
Hog Rider
Barbarians Goblin Hut Hunter Witch Bowler Mega Knight
Goblin Hut
Hog Rider Bowler Mega Knight
Skeleton Army
Hunter
Hog Rider Bowler Mega Knight
Witch
Hog Rider Bowler Mega Knight
Bowler
Hog Rider Goblin Hut Hunter Witch
Mega Knight
Hog Rider Goblin Hut Hunter Witch

Defense Synergies 0 8

Barbarians
Skeleton Army
Hog Rider
Goblin Hut
Skeleton Army Hunter Bowler
Skeleton Army
Barbarians Goblin Hut
Hunter
Goblin Hut Bowler Mega Knight
Witch
Bowler Mega Knight
Bowler
Goblin Hut Hunter Witch
Mega Knight
Hunter 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.

Bowler Goblin Hut
Barbarians Skeleton Army Hunter Goblin Hut Witch Mega Knight
Barbarians Goblin Hut Skeleton Army Hunter Witch Bowler Mega Knight
Barbarians Goblin Hut Skeleton Army Hunter Witch Bowler Mega Knight
Barbarians Skeleton Army Bowler Mega Knight
Skeleton Army Bowler Hunter Mega Knight
Hunter Goblin Hut Witch
Bowler Barbarians Mega Knight
Barbarians Hunter Witch Goblin Hut Skeleton Army
Skeleton Army Barbarians Hunter Bowler Mega Knight
Barbarians Skeleton Army Witch Goblin Hut Hunter Bowler Mega Knight
Hunter Goblin Hut Witch
Barbarians Goblin Hut Skeleton Army Hunter Bowler Mega Knight Witch
Skeleton Army Bowler Mega Knight Barbarians Goblin Hut Hunter Witch
Barbarians Skeleton Army Goblin Hut Hunter Mega Knight
Barbarians Skeleton Army Goblin Hut Hunter Bowler Mega Knight
Barbarians Mega Knight Goblin Hut Skeleton Army Hunter Witch Bowler
Mega Knight Barbarians Goblin Hut Skeleton Army Hunter Witch Bowler
Hunter Witch Barbarians Goblin Hut Bowler Mega Knight
Barbarians Goblin Hut Hunter
Skeleton Army Bowler Mega Knight Barbarians Hunter Witch

Counters to secondary win conditions

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

Barbarians Skeleton Army Mega Knight Goblin Hut Witch Bowler
Hunter Bowler Mega Knight
Barbarians Skeleton Army Mega Knight Goblin Hut Hunter Witch Bowler
Skeleton Army Hunter Bowler Mega Knight Barbarians
Barbarians Goblin Hut Skeleton Army Hunter Witch Bowler Mega Knight
Goblin Hut Hunter Witch
Skeleton Army Barbarians Goblin Hut Hunter Witch Bowler
Mega Knight Barbarians Skeleton Army Hunter
Mega Knight Barbarians Goblin Hut Skeleton Army Witch
Witch Barbarians Goblin Hut Skeleton Army
Mega Knight Barbarians Goblin Hut Hunter Witch Bowler
Skeleton Army Mega Knight Barbarians Bowler
Barbarians Skeleton Army Bowler Mega Knight Hunter Witch
Barbarians Skeleton Army Witch Bowler Mega Knight
Barbarians Goblin Hut Skeleton Army Witch Hunter Bowler
Bowler Mega Knight Barbarians Goblin Hut Hunter 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.)

Bowler
Goblin Hut
Barbarians
Bowler Mega Knight
Hunter Witch
Witch Bowler
Hunter Bowler
Bowler
Bowler
Goblin Hut Hunter Bowler
Goblin Hut
Goblin Hut Hunter Witch Bowler
Goblin Hut Bowler Mega Knight
Hunter Bowler Mega Knight
Witch Bowler Mega Knight
Bowler Mega Knight
Bowler
Barbarians
Hunter Witch Bowler Mega Knight
Witch
Hunter Witch Bowler
Witch Bowler Mega Knight
Hunter Witch
Goblin Hut Witch
Bowler
Hunter Mega Knight
Mega Knight
Bowler
Barbarians Goblin Hut Skeleton Army Witch
Hunter Witch
Hunter Bowler Mega Knight
Bowler
Mega Knight
Witch Bowler
Witch
Witch Bowler Mega Knight

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