My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Mediocre
Versatility
Mediocre
F2P score
Mediocre

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 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!
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.

Fire Spirit Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Golem Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

The Log

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.

Fire Spirit Heal Spirit Golem

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.

Golem

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
Skeletons Clone Night Witch
Giant Snowball
Skeletons Fire Spirit Cannon Clone Night Witch
Zap
Skeletons Fire Spirit Cannon Clone Night Witch
Barbarian Barrel
Skeletons Fire Spirit Cannon Heal Spirit Clone Night Witch
The Log
Skeletons Fire Spirit Cannon Heal Spirit Clone
Earthquake
Skeletons Cannon Clone
Arrows
Skeletons Fire Spirit Heal Spirit Clone Night Witch
Royal Delivery
Skeletons Fire Spirit Heal Spirit Clone Night Witch
Fireball
Cannon Clone Night Witch
Poison
Cannon Clone Night Witch
Lightning
Cannon Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log

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.

Fire Spirit Heal Spirit Clone Golem 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.

Fire Spirit Heal Spirit

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Heal Spirit The Log Cannon Clone Night Witch Golem

Shortest cycle

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

5 Skeletons Fire Spirit Heal Spirit The Log

Attack Synergies 3 3

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.

Skeletons
Fire Spirit
Golem
Cannon
Heal Spirit
Night Witch
Clone
Golem Night Witch
Golem
Clone Night Witch Fire Spirit The Log
The Log
Golem
Night Witch
Clone Golem Heal Spirit

Defense Synergies 2 6

Skeletons
Cannon Fire Spirit The Log Night Witch
Fire Spirit
Skeletons The Log
Cannon
Skeletons The Log Night Witch
Heal Spirit
Clone
Golem
The Log
Cannon Skeletons Fire Spirit Night Witch
Night Witch
Skeletons Cannon The Log

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.

Cannon The Log
Skeletons Cannon The Log Night Witch
Cannon Skeletons Fire Spirit Night Witch
Cannon Night Witch Skeletons
The Log
The Log Skeletons Fire Spirit Cannon Night Witch
Fire Spirit Cannon Night Witch
Cannon The Log
Cannon Skeletons Night Witch
Skeletons Fire Spirit Cannon Night Witch
Skeletons Cannon The Log Night Witch
Night Witch
Cannon Night Witch Skeletons Fire Spirit The Log
Fire Spirit Cannon The Log Night Witch
Cannon
Cannon The Log
Skeletons Cannon Night Witch
Fire Spirit Cannon The Log Night Witch
The Log Fire Spirit Cannon
Cannon
Fire Spirit Cannon The Log Night Witch

Counters to secondary win conditions

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

Skeletons
The Log
Skeletons The Log
The Log Night Witch
Skeletons Cannon Night Witch
Fire Spirit Skeletons
Skeletons Night Witch
Skeletons The Log
Skeletons Cannon
The Log
Skeletons Cannon Night Witch
Cannon
Skeletons The Log Night Witch
Cannon 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.)

The Log
The Log
The Log
The Log
Fire Spirit The Log
Fire Spirit
Fire Spirit The Log
The Log Fire Spirit
The Log
Fire Spirit Night Witch
The Log
Fire Spirit
Fire Spirit The Log
The Log
The Log
The Log
Night Witch
Fire Spirit The Log
Fire Spirit The Log
The Log Night Witch
The Log
The Log
The Log Fire Spirit
The Log
The Log
The Log
Fire Spirit Night Witch
Night Witch
The Log Night Witch
The Log
Fire Spirit Night Witch
Fire Spirit
The Log
The Log
The Log
The Log

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