My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 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 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.

Rascals Witch Goblin Giant

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.

Rascals Witch Bowler Goblin Giant

Offensive cards

Win conditions

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

Royal Hogs Goblin Giant

Damage spells

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

Fireball Poison

Punishments

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

Royal Hogs Goblin Giant

Pump responses

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

Fireball Poison

Dropped at the bridge

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

Rascals Royal Hogs Goblin Giant

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.

Royal Hogs

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
Royal Hogs Guards
Giant Snowball
Royal Hogs Guards Witch
Zap
Royal Hogs Guards Witch Goblin Giant
Barbarian Barrel
Rascals Royal Hogs Guards Witch
The Log
Rascals Royal Hogs Guards Witch
Earthquake
Royal Hogs Guards Witch
Arrows
Rascals Royal Hogs Guards Witch
Royal Delivery
Rascals Royal Hogs Guards Witch Bowler
Fireball
Rascals Royal Hogs Witch Bowler
Poison
Rascals Royal Hogs Guards Witch
Lightning
Witch Bowler
Rocket
Rascals Royal Hogs Witch Bowler

Against air swarms

Spells and units that can counter air swarms.

Fireball Poison Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Poison Bowler

Ladder info

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.

Guards Poison Bowler

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.

Fireball

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Guards Fireball Poison Rascals Royal Hogs Witch Bowler Goblin Giant

Shortest cycle

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

16 Guards Fireball Poison Rascals

Attack Synergies 1 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.

Rascals
Fireball
Goblin Giant Royal Hogs
Royal Hogs
Fireball Guards Poison Bowler
Guards
Royal Hogs
Poison
Royal Hogs Bowler Goblin Giant
Witch
Bowler Goblin Giant
Bowler
Royal Hogs Poison Witch
Goblin Giant
Fireball Poison Witch

Defense Synergies 1 3

Rascals
Fireball
Goblin Giant
Royal Hogs
Guards
Poison Witch
Poison
Guards
Witch
Guards Bowler
Bowler
Witch
Goblin Giant
Fireball

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 Fireball Goblin Giant
Rascals Witch
Witch Bowler Rascals
Witch Rascals Guards Bowler
Fireball Poison Bowler
Fireball Bowler Rascals Guards
Rascals Fireball Poison Witch
Bowler Rascals Fireball Poison Goblin Giant
Witch Rascals
Guards Rascals Bowler
Guards Poison Witch Rascals Fireball Bowler Goblin Giant
Rascals Fireball Poison Witch
Bowler Rascals Fireball Guards Witch
Fireball Bowler Rascals Guards Poison Witch
Rascals
Rascals Fireball Bowler
Rascals Fireball Poison Witch Bowler
Fireball Rascals Guards Witch Bowler
Poison Witch Rascals Fireball Guards Bowler
Rascals Bowler Fireball Guards Poison Witch Goblin Giant

Counters to secondary win conditions

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

Rascals Guards Fireball Witch Bowler
Fireball Poison Bowler
Guards Rascals Witch Bowler Goblin Giant
Guards Bowler Rascals Fireball Goblin Giant
Rascals Guards Witch Bowler Goblin Giant
Fireball Poison Rascals Witch Goblin Giant
Rascals Guards Fireball Witch Bowler Goblin Giant
Rascals Goblin Giant
Fireball Poison Witch
Witch Guards Goblin Giant
Rascals Guards Witch Bowler
Fireball Guards Poison Bowler Goblin Giant
Rascals Bowler Fireball Guards Witch Goblin Giant
Rascals Fireball Witch Bowler
Rascals Guards Witch Fireball Poison Bowler Goblin Giant
Poison Bowler Rascals Fireball 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.)

Fireball Poison Rascals Guards
Fireball Poison Bowler
Fireball Poison Goblin Giant
Rascals Fireball Guards Poison
Fireball Poison Bowler
Fireball Poison Witch Goblin Giant
Poison Witch Bowler
Fireball Poison Bowler
Fireball Poison
Fireball Guards Poison Bowler
Poison Fireball Bowler
Fireball Poison
Poison Fireball Bowler
Fireball Poison
Fireball Poison
Fireball Poison Witch Bowler
Fireball Poison Bowler
Fireball Poison
Fireball Poison Bowler
Fireball Poison Witch Bowler
Fireball Poison Bowler
Fireball Poison
Bowler
Fireball Poison
Poison Fireball Witch Bowler
Witch
Fireball Poison Witch Bowler
Fireball Poison Witch Bowler
Fireball Poison
Poison Fireball Witch
Fireball Guards Poison Witch
Fireball Bowler
Poison Fireball
Fireball Poison
Fireball Poison Bowler
Fireball Guards Witch
Fireball Poison Witch
Fireball
Fireball Poison Rascals Bowler
Fireball Poison Bowler
Fireball Poison
Rascals Fireball Guards Poison Witch Bowler
Fireball Poison Witch
Poison Fireball Witch Bowler Goblin Giant

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