My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

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

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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Inferno Dragon Magic Archer Night 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.

Fisherman Inferno Dragon Magic Archer Night Witch Lava Hound Skeleton King

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Rage

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.

Magic Archer Lava Hound Skeleton King

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

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
Guards Fisherman Inferno Dragon Night Witch Lava Hound Skeleton King
Giant Snowball
Guards Fisherman Inferno Dragon Night Witch Lava Hound Skeleton King
Zap
Guards Fisherman Inferno Dragon Night Witch Lava Hound Skeleton King
Barbarian Barrel
Guards Magic Archer Night Witch Skeleton King
The Log
Guards Fisherman Skeleton King
Earthquake
Guards Skeleton King
Arrows
Guards Night Witch Lava Hound Skeleton King
Royal Delivery
Guards Fisherman Inferno Dragon Magic Archer Night Witch Lava Hound Skeleton King
Fireball
Fisherman Inferno Dragon Magic Archer Night Witch Lava Hound Skeleton King
Poison
Guards Fisherman Magic Archer Night Witch Lava Hound Skeleton King
Lightning
Fisherman Inferno Dragon Magic Archer Night Witch Skeleton King
Rocket
Inferno Dragon Magic Archer Night Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer Skeleton King

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.

Rage Guards Inferno Dragon Night Witch

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.

Lava Hound

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.

Rage Guards Fisherman Inferno Dragon Magic Archer Night Witch Skeleton King Lava Hound

Shortest cycle

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

12 Rage Guards Fisherman Inferno Dragon

Attack Synergies 1 5

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.

Rage
Night Witch
Guards
Lava Hound
Fisherman
Inferno Dragon
Lava Hound
Magic Archer
Lava Hound
Night Witch
Rage Lava Hound Skeleton King
Lava Hound
Inferno Dragon Guards Magic Archer Night Witch
Skeleton King
Night Witch

Defense Synergies 1 5

Rage
Guards
Fisherman Magic Archer
Fisherman
Guards Magic Archer Skeleton King
Inferno Dragon
Skeleton King
Magic Archer
Guards Fisherman Night Witch
Night Witch
Magic Archer
Lava Hound
Skeleton King
Fisherman Inferno Dragon

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.

Magic Archer
Inferno Dragon Fisherman Night Witch
Fisherman Inferno Dragon Night Witch
Inferno Dragon Night Witch Guards Fisherman Skeleton King
Guards Magic Archer Night Witch
Inferno Dragon Magic Archer Night Witch
Magic Archer
Inferno Dragon Fisherman Night Witch Skeleton King
Guards Fisherman Night Witch
Guards Fisherman Magic Archer Night Witch Skeleton King
Inferno Dragon Magic Archer Night Witch
Night Witch Guards
Guards Magic Archer Night Witch Skeleton King
Inferno Dragon Skeleton King
Fisherman Inferno Dragon
Fisherman Night Witch
Guards Fisherman Magic Archer Night Witch
Guards Fisherman Inferno Dragon Magic Archer
Fisherman Inferno Dragon
Guards Fisherman Night Witch

Counters to secondary win conditions

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

Guards Fisherman
Fisherman Inferno Dragon Magic Archer
Guards Fisherman
Guards Fisherman Night Witch
Guards Fisherman Inferno Dragon Night Witch
Magic Archer
Guards Night Witch
Fisherman Inferno Dragon
Inferno Dragon Magic Archer
Guards Inferno Dragon
Inferno Dragon Guards
Guards
Guards Night Witch Skeleton King
Magic Archer
Guards Fisherman Inferno Dragon Magic Archer Night Witch Skeleton King
Inferno Dragon Magic Archer Skeleton King

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 Guards
Fisherman Magic Archer
Magic Archer
Guards
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Fisherman
Guards Fisherman Night Witch
Fisherman Magic Archer
Magic Archer
Fisherman Magic Archer
Fisherman Magic Archer
Fisherman Magic Archer
Magic Archer
Magic Archer
Fisherman Night Witch
Fisherman Magic Archer
Magic Archer
Magic Archer Night Witch
Fisherman
Magic Archer
Fisherman Inferno Dragon
Fisherman Magic Archer
Fisherman Magic Archer
Fisherman Magic Archer
Magic Archer Night Witch
Guards
Night Witch
Magic Archer Night Witch
Magic Archer
Magic Archer
Guards Magic Archer Night Witch
Magic Archer
Magic Archer
Magic Archer Skeleton King
Guards Magic Archer Skeleton King
Magic Archer
Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: