My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

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.

Witch Balloon

Offensive cards

Win conditions

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

Goblin Barrel Balloon

Damage spells

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

Barbarian Barrel Rage

Punishments

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

Goblin Barrel Balloon

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Barbarian Barrel Balloon

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.

Goblin Barrel Balloon

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
Goblin Barrel Skeleton Army Clone Balloon
Giant Snowball
Goblin Barrel Skeleton Army Clone Witch Balloon
Zap
Goblin Barrel Skeleton Army Clone Witch Balloon
Barbarian Barrel
Goblin Barrel Skeleton Army Clone Witch
The Log
Goblin Barrel Skeleton Army Clone Witch
Earthquake
Goblin Barrel Skeleton Army Clone Witch
Arrows
Goblin Barrel Skeleton Army Clone Witch
Royal Delivery
Goblin Barrel Skeleton Army Clone Witch Balloon
Fireball
Goblin Barrel Skeleton Army Clone Witch Balloon
Poison
Skeleton Army Clone Witch Balloon
Lightning
Witch Balloon
Rocket
Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Barbarian Barrel

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.

Rage Skeleton Army Clone

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.

Goblin Barrel 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.

Goblin Barrel 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.

Mirror Barbarian Barrel Rage Goblin Barrel Skeleton Army Clone Witch Balloon

Shortest cycle

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

7 Mirror Barbarian Barrel Rage Goblin Barrel

Attack Synergies 6 8

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.

Mirror
Goblin Barrel Barbarian Barrel Skeleton Army Balloon
Barbarian Barrel
Balloon Mirror Goblin Barrel
Rage
Witch Balloon
Goblin Barrel
Mirror Barbarian Barrel Skeleton Army Clone Balloon
Skeleton Army
Clone Mirror Goblin Barrel
Clone
Skeleton Army Balloon Goblin Barrel Witch
Witch
Rage Clone
Balloon
Barbarian Barrel Rage Clone Mirror Goblin Barrel

Defense Synergies 2 1

Mirror
Barbarian Barrel Skeleton Army
Barbarian Barrel
Mirror Witch
Rage
Goblin Barrel
Skeleton Army
Mirror
Clone
Witch
Barbarian Barrel
Balloon

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 Barrel
Skeleton Army Witch
Skeleton Army Witch
Skeleton Army Witch
Barbarian Barrel Skeleton Army
Barbarian Barrel Skeleton Army
Witch
Barbarian Barrel
Witch Skeleton Army
Skeleton Army Barbarian Barrel
Skeleton Army Witch Barbarian Barrel
Witch
Skeleton Army Witch
Skeleton Army Barbarian Barrel Witch
Skeleton Army
Skeleton Army
Skeleton Army Witch
Barbarian Barrel Skeleton Army Witch
Barbarian Barrel Witch
Skeleton Army Barbarian Barrel Witch

Counters to secondary win conditions

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

Skeleton Army Barbarian Barrel Witch
Barbarian Barrel
Skeleton Army Witch
Skeleton Army Barbarian Barrel
Skeleton Army Witch
Witch
Skeleton Army Witch
Skeleton Army
Barbarian Barrel Skeleton Army Witch
Witch Skeleton Army
Witch
Skeleton Army
Skeleton Army Witch
Skeleton Army Witch
Skeleton Army Witch Barbarian Barrel
Barbarian Barrel 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 Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Witch
Witch
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel Witch
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel Witch
Barbarian Barrel
Barbarian Barrel Witch
Witch
Barbarian Barrel Witch
Witch
Barbarian Barrel
Witch
Witch
Barbarian Barrel Skeleton Army Witch
Witch
Barbarian Barrel
Witch
Witch
Barbarian Barrel Witch

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