My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
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 Giant Skeleton

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Rocket Poison The Log

Pump responses

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

Rocket Poison

Dropped at the bridge

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

Giant Skeleton

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.

Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket Poison Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket Poison The Log

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.

Arrows Rocket Clone Poison Giant Skeleton

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.

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 The Log Arrows Clone Poison Witch Rocket Giant Skeleton

Shortest cycle

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

8 Mirror The Log Arrows Clone

Attack Synergies 3 9

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.

Arrows
Mirror Giant Skeleton
Rocket
Mirror
Mirror
Arrows The Log Rocket Poison Giant Skeleton
Clone
Giant Skeleton Witch
Poison
Mirror Giant Skeleton The Log
Witch
Clone Giant Skeleton
Giant Skeleton
Clone Arrows Mirror Poison Witch The Log
The Log
Mirror Poison Giant Skeleton

Defense Synergies 1 8

Arrows
Mirror Giant Skeleton
Rocket
The Log
Mirror
Arrows Poison The Log
Clone
Poison
Mirror The Log
Witch
Giant Skeleton The Log
Giant Skeleton
Arrows Witch The Log
The Log
Rocket Mirror Poison Witch Giant Skeleton

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.

Rocket The Log
Witch The Log
Rocket Witch Giant Skeleton
Witch
Arrows Rocket Poison Giant Skeleton The Log
Arrows The Log
Rocket Arrows Poison Witch
Rocket Arrows Poison Giant Skeleton The Log
Witch
Giant Skeleton
Poison Witch Arrows Giant Skeleton The Log
Arrows Poison Witch
Rocket Witch Giant Skeleton The Log
Rocket Arrows Poison Witch The Log
Rocket The Log
Arrows Poison Witch
Arrows Witch The Log
Arrows Poison Witch The Log Giant Skeleton
Arrows Poison Witch Giant Skeleton The Log

Counters to secondary win conditions

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

Witch Giant Skeleton
Poison Arrows Rocket The Log
Giant Skeleton Rocket Witch The Log
Rocket Giant Skeleton The Log
Giant Skeleton Witch
Arrows Rocket Poison Witch
Rocket Witch Giant Skeleton
Giant Skeleton
Rocket Giant Skeleton Poison Witch The Log
Witch
Witch Giant Skeleton
Rocket Arrows Poison Giant Skeleton The Log
Rocket Giant Skeleton Witch
Witch
Witch Rocket Poison Giant Skeleton The Log
Arrows Poison Witch Giant Skeleton The Log

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.)

Poison Arrows Rocket Giant Skeleton The Log
Arrows Poison The Log
Rocket Arrows Poison Giant Skeleton The Log
Arrows Rocket Poison Giant Skeleton The Log
Rocket Poison Arrows The Log
Arrows Poison Rocket Witch
Arrows Poison Witch The Log
Arrows Poison The Log
Arrows Poison The Log
Rocket Poison
Rocket Poison Arrows The Log
Poison Arrows Rocket
Rocket Poison The Log
Arrows Rocket Poison
Arrows Poison The Log
Rocket Arrows Poison Witch The Log
Arrows Rocket Poison The Log
Arrows Rocket Poison
Rocket
Rocket Arrows Poison The Log
Rocket Arrows Poison Witch The Log
Rocket Poison Giant Skeleton The Log
Rocket Arrows Poison
Rocket The Log
Rocket Arrows Poison The Log
Arrows Poison The Log Witch
Witch
Arrows Poison The Log Witch
Arrows Poison Witch The Log
Rocket Poison Arrows The Log
Poison Arrows Witch
Rocket Poison Witch
Poison Arrows Rocket The Log
Rocket Arrows Poison
Giant Skeleton
Rocket Arrows Poison The Log
Rocket Witch
Rocket Poison Arrows Witch
Arrows The Log
Poison Rocket
Arrows The Log Poison
Rocket Arrows Poison Giant Skeleton
Rocket Poison Witch Giant Skeleton The Log
Rocket Poison Witch
Poison Rocket Witch Giant Skeleton The Log

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