My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Missing cards in your collection

Battle Healer Fisherman

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!
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.

Spear Goblins Wizard 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.

Spear Goblins Bomber Wizard Witch Golem

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.

Arrows 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.

Spear Goblins 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
Spear Goblins Bomber Skeleton Army
Giant Snowball
Spear Goblins Bomber Skeleton Army Witch
Zap
Spear Goblins Bomber Skeleton Army Witch
Barbarian Barrel
Spear Goblins Bomber Wizard Skeleton Army Witch
The Log
Spear Goblins Bomber Skeleton Army Witch
Earthquake
Spear Goblins Bomber Skeleton Army Witch
Arrows
Spear Goblins Bomber Skeleton Army Witch
Royal Delivery
Spear Goblins Bomber Wizard Skeleton Army Witch
Fireball
Bomber Wizard Skeleton Army Witch
Poison
Spear Goblins Bomber Wizard Skeleton Army Witch
Lightning
Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Wizard 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.

Spear Goblins Arrows Skeleton Army Golem

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.

Skeleton Army

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.

Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bomber The Log Arrows Skeleton Army Wizard Witch Golem

Shortest cycle

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

9 Spear Goblins Bomber The Log Arrows

Attack Synergies 2 4

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.

Spear Goblins
Golem
Bomber
Golem
Arrows
Golem
Wizard
Golem
Skeleton Army
Witch
Golem
Golem
Bomber Arrows Spear Goblins Wizard Witch The Log
The Log
Golem

Defense Synergies 0 8

Spear Goblins
Arrows Skeleton Army The Log
Bomber
The Log
Arrows
Spear Goblins
Wizard
Skeleton Army The Log
Skeleton Army
Spear Goblins Wizard The Log
Witch
The Log
Golem
The Log
Spear Goblins Bomber Wizard Skeleton Army Witch

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.

Spear Goblins Bomber Wizard The Log
Skeleton Army Bomber Witch The Log
Skeleton Army Witch Bomber
Skeleton Army Witch Bomber
Bomber Arrows Skeleton Army The Log
Arrows Skeleton Army The Log Spear Goblins Bomber
Spear Goblins Arrows Wizard Witch
Arrows The Log
Witch Skeleton Army
Skeleton Army Spear Goblins Bomber
Skeleton Army Witch Spear Goblins Bomber Arrows Wizard The Log
Arrows Spear Goblins Wizard Witch
Skeleton Army Bomber Wizard Witch The Log
Bomber Wizard Skeleton Army Arrows Witch The Log
Skeleton Army
Skeleton Army The Log
Wizard Bomber Arrows Skeleton Army Witch
Arrows Spear Goblins Bomber Wizard Skeleton Army Witch The Log
Arrows Wizard Witch The Log Spear Goblins Bomber
Bomber Wizard Skeleton Army Spear Goblins Arrows Witch The Log

Counters to secondary win conditions

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

Skeleton Army Spear Goblins Witch
Bomber Arrows Wizard The Log
Skeleton Army Spear Goblins Witch The Log
Skeleton Army The Log
Skeleton Army Witch
Arrows Wizard Witch
Skeleton Army Spear Goblins Witch
Skeleton Army
Spear Goblins Skeleton Army Witch The Log
Witch Skeleton Army
Witch
Skeleton Army Arrows The Log
Skeleton Army Wizard Witch
Wizard Bomber Skeleton Army Witch
Skeleton Army Witch Spear Goblins Bomber The Log
Arrows Bomber Wizard Witch 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.)

Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Bomber Wizard Arrows The Log
Arrows Wizard Spear Goblins Witch
Bomber Arrows Wizard Witch The Log
Arrows The Log Wizard
Arrows The Log Wizard
Arrows Wizard The Log
Arrows Wizard
The Log
Arrows
Arrows The Log
Spear Goblins Bomber Arrows Wizard Witch The Log
Arrows Wizard The Log
Arrows
Bomber
Bomber Arrows Wizard The Log
Bomber Arrows Wizard Witch The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Bomber Wizard Witch
Witch
Arrows The Log Wizard Witch
Arrows Wizard Witch The Log
Arrows The Log
Arrows Wizard Witch
Wizard Witch
Bomber Arrows Wizard The Log
Arrows
Arrows Wizard The Log
Spear Goblins Skeleton Army Witch
Arrows Wizard Witch
Arrows The Log
Wizard
Arrows The Log Bomber Wizard
Arrows
Witch The Log
Witch
Witch The Log

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