My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Skeletons Royal Recruits Balloon Lumberjack Night Witch

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Fireball

Punishments

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

Royal Recruits Balloon Lumberjack

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.

Royal Recruits Heal Spirit Balloon Lumberjack

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.

Balloon Lumberjack

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 Recruits Balloon Night Witch
Giant Snowball
Skeletons Royal Recruits Balloon Lumberjack Night Witch
Zap
Skeletons Balloon Night Witch
Barbarian Barrel
Skeletons Royal Recruits Heal Spirit Lumberjack Night Witch
The Log
Skeletons Royal Recruits Heal Spirit Lumberjack
Earthquake
Skeletons
Arrows
Skeletons Royal Recruits Heal Spirit Night Witch
Royal Delivery
Skeletons Royal Recruits Heal Spirit Balloon Lumberjack Night Witch
Fireball
Balloon Lumberjack Night Witch
Poison
Royal Recruits Balloon Night Witch
Lightning
Balloon Lumberjack Night Witch
Rocket
Balloon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Royal Recruits Heal Spirit Night 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.

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.

Heal Spirit 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 Heal Spirit Zap Fireball Lumberjack Night Witch Balloon Royal Recruits

Shortest cycle

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

8 Skeletons Heal Spirit Zap Fireball

Attack Synergies 4 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.

Skeletons
Zap
Fireball Balloon Royal Recruits Heal Spirit Lumberjack Night Witch
Royal Recruits
Zap Heal Spirit Lumberjack
Heal Spirit
Balloon Zap Royal Recruits Lumberjack Night Witch
Fireball
Zap
Balloon
Zap Heal Spirit Lumberjack
Lumberjack
Balloon Zap Royal Recruits Heal Spirit Night Witch
Night Witch
Zap Heal Spirit Lumberjack

Defense Synergies 1 6

Skeletons
Zap Lumberjack Night Witch
Zap
Fireball Skeletons Lumberjack Night Witch
Royal Recruits
Heal Spirit
Fireball
Zap Lumberjack
Balloon
Lumberjack
Skeletons Zap Fireball
Night Witch
Skeletons Zap

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.

Zap Royal Recruits Fireball
Lumberjack Skeletons Zap Royal Recruits Night Witch
Lumberjack Skeletons Royal Recruits Night Witch
Royal Recruits Lumberjack Night Witch Skeletons
Royal Recruits Fireball Lumberjack
Fireball Skeletons Zap Lumberjack Night Witch
Zap Fireball Night Witch
Zap Royal Recruits Fireball
Skeletons Royal Recruits Lumberjack Night Witch
Skeletons Royal Recruits Lumberjack Night Witch
Skeletons Zap Royal Recruits Fireball Lumberjack Night Witch
Zap Fireball Night Witch
Royal Recruits Lumberjack Night Witch Skeletons Zap Fireball
Fireball Zap Royal Recruits Lumberjack Night Witch
Royal Recruits Lumberjack
Zap Royal Recruits Fireball Lumberjack
Skeletons Royal Recruits Fireball Lumberjack Night Witch
Fireball Zap Royal Recruits Lumberjack Night Witch
Zap Royal Recruits Fireball Lumberjack
Royal Recruits Lumberjack
Royal Recruits Fireball Lumberjack Night Witch

Counters to secondary win conditions

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

Royal Recruits Lumberjack Skeletons Zap Fireball
Fireball Zap Lumberjack
Royal Recruits Lumberjack Skeletons Zap
Royal Recruits Lumberjack Zap Fireball Night Witch
Royal Recruits Skeletons Lumberjack Night Witch
Fireball Skeletons Zap
Royal Recruits Skeletons Fireball Lumberjack Night Witch
Royal Recruits Lumberjack
Zap Royal Recruits Skeletons Fireball
Royal Recruits Skeletons
Royal Recruits Lumberjack
Royal Recruits Zap Fireball
Royal Recruits Skeletons Fireball Lumberjack Night Witch
Royal Recruits Fireball
Royal Recruits Skeletons Zap Fireball Lumberjack Night Witch
Zap Royal Recruits Fireball

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 Royal Recruits
Fireball Zap
Fireball
Royal Recruits Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Fireball Zap
Fireball Lumberjack Night Witch
Zap Royal Recruits Fireball
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball
Royal Recruits Fireball
Fireball
Night Witch
Zap Fireball
Zap Fireball
Fireball Night Witch
Fireball
Zap Royal Recruits Fireball
Zap Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Zap Fireball Night Witch
Zap Fireball
Fireball Night Witch
Zap Fireball Night Witch
Zap Fireball
Fireball
Zap Royal Recruits Fireball Night Witch
Fireball Zap
Fireball
Fireball Lumberjack
Zap Fireball
Zap Fireball
Royal Recruits
Zap Royal Recruits Fireball
Zap Fireball
Zap Royal Recruits Fireball

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