My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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 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.

Firecracker Goblin Hut Mother Witch

Defensive buildings

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

Goblin Hut

Investments

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

Skeletons Firecracker Royal Giant Elixir Golem Goblin Hut Mother Witch

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

Damage spells

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

Fireball

Punishments

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

Royal Giant Elixir Golem

Pump responses

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

Fireball

Dropped at the bridge

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

Barbarians Royal Giant Elixir 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.

Firecracker

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 Royal Giant Elixir Golem
Giant Snowball
Skeletons Barbarians Goblin Hut
Zap
Skeletons Firecracker Royal Giant Goblin Hut
Barbarian Barrel
Skeletons Firecracker Barbarians Elixir Golem Goblin Hut
The Log
Skeletons Firecracker Barbarians Royal Giant Elixir Golem Goblin Hut
Earthquake
Skeletons Firecracker Barbarians Elixir Golem Goblin Hut
Arrows
Skeletons Firecracker Goblin Hut
Royal Delivery
Skeletons Firecracker Barbarians Elixir Golem Goblin Hut Mother Witch
Fireball
Firecracker Barbarians Elixir Golem Goblin Hut Mother Witch
Poison
Firecracker Barbarians Elixir Golem Goblin Hut Mother Witch
Lightning
Goblin Hut Mother Witch
Rocket
Barbarians Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball

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.

Elixir Golem Mother Witch

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.

Royal Giant 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.

Barbarians Fireball

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Firecracker Elixir Golem Fireball Mother Witch Barbarians Goblin Hut Royal Giant

Shortest cycle

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

11 Skeletons Firecracker Elixir Golem Fireball

Attack Synergies 4 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.

Skeletons
Firecracker
Royal Giant Elixir Golem Goblin Hut
Barbarians
Royal Giant
Firecracker Fireball Mother Witch Goblin Hut
Elixir Golem
Firecracker Fireball Goblin Hut Mother Witch
Fireball
Royal Giant Elixir Golem
Goblin Hut
Firecracker Royal Giant Elixir Golem
Mother Witch
Royal Giant Elixir Golem

Defense Synergies 0 5

Skeletons
Firecracker Goblin Hut
Firecracker
Skeletons Goblin Hut
Barbarians
Royal Giant
Elixir Golem
Fireball
Goblin Hut
Goblin Hut
Skeletons Firecracker Fireball Mother Witch
Mother Witch
Goblin Hut

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.

Firecracker Fireball Goblin Hut
Barbarians Skeletons Firecracker Goblin Hut
Barbarians Goblin Hut Skeletons
Barbarians Goblin Hut Skeletons Firecracker
Firecracker Barbarians Fireball
Fireball Skeletons Firecracker Mother Witch
Firecracker Fireball Goblin Hut
Barbarians Fireball
Barbarians Skeletons Goblin Hut
Skeletons Firecracker Barbarians
Barbarians Mother Witch Skeletons Firecracker Fireball Goblin Hut
Firecracker Fireball Goblin Hut
Barbarians Goblin Hut Skeletons Fireball
Fireball Firecracker Barbarians Goblin Hut
Barbarians Goblin Hut
Barbarians Fireball Goblin Hut
Barbarians Skeletons Firecracker Fireball Goblin Hut
Fireball Firecracker Barbarians Goblin Hut
Firecracker Barbarians Fireball Goblin Hut Mother Witch
Barbarians Goblin Hut
Firecracker Barbarians Fireball Mother Witch

Counters to secondary win conditions

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

Barbarians Skeletons Fireball Goblin Hut
Fireball Firecracker
Barbarians Skeletons Goblin Hut
Barbarians Fireball
Barbarians Skeletons Goblin Hut
Firecracker Fireball Mother Witch Skeletons Goblin Hut
Skeletons Barbarians Fireball Goblin Hut
Barbarians
Skeletons Firecracker Barbarians Fireball Goblin Hut
Skeletons Barbarians Goblin Hut
Barbarians Goblin Hut
Barbarians Fireball
Barbarians Skeletons Fireball
Firecracker Barbarians Fireball
Barbarians Goblin Hut Skeletons Firecracker Fireball
Firecracker Barbarians Fireball Goblin Hut Mother 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 Firecracker
Firecracker Fireball
Fireball Goblin Hut
Firecracker Barbarians Fireball
Fireball Firecracker
Firecracker Fireball Mother Witch
Firecracker
Fireball Firecracker
Fireball Firecracker
Fireball
Firecracker Fireball
Fireball Firecracker
Firecracker Fireball Goblin Hut
Firecracker Fireball
Firecracker Fireball Goblin Hut
Firecracker Fireball Goblin Hut
Firecracker Fireball Goblin Hut
Fireball
Firecracker Fireball
Firecracker Fireball Mother Witch
Fireball
Fireball
Barbarians Fireball
Firecracker Mother Witch Fireball
Firecracker Fireball
Fireball
Fireball Firecracker
Firecracker Fireball Mother Witch
Firecracker Fireball Goblin Hut
Fireball
Fireball
Firecracker Fireball
Firecracker Fireball
Barbarians Fireball Goblin Hut
Fireball Firecracker
Fireball
Fireball Firecracker
Firecracker Fireball
Fireball
Firecracker
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball

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