My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
RIP
F2P score
RIP

2 problems 4 warnings なんで?

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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Zappies Mother 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.

Zappies Giant Skeleton Royal Ghost Fisherman Mother Witch

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows

Punishments

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

Royal Hogs Royal Ghost

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.

Royal Hogs Giant Skeleton Royal Ghost

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.

Royal Hogs Giant Skeleton Royal Ghost

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
Royal Hogs Giant Skeleton Fisherman
Giant Snowball
Zappies Royal Hogs Fisherman
ザップ
Zappies Royal Hogs Fisherman
Barbarian Barrel
Zappies Royal Hogs Giant Skeleton Royal Ghost
The Log
Zappies Royal Hogs Giant Skeleton Fisherman
Earthquake
Zappies Royal Hogs
Arrows
Zappies Royal Hogs
Royal Delivery
Zappies Royal Hogs Giant Skeleton Royal Ghost Fisherman Mother Witch
Fireball
Zappies Royal Hogs Fisherman Mother Witch
Poison
Zappies Royal Hogs Fisherman Mother Witch
Lightning
Fisherman Mother Witch
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Ghost

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 Giant Skeleton Royal Ghost Mother 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 Arrows Fisherman Royal Ghost Mother Witch Zappies Royal Hogs Giant Skeleton

Shortest cycle

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

9 Mirror Arrows Fisherman Royal Ghost

Attack Synergies 3 12

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 Royal Hogs Giant Skeleton Mother Witch
Fisherman
Royal Ghost Giant Skeleton Royal Hogs
Royal Ghost
Fisherman Mirror Mother Witch Zappies
Giant Skeleton
Arrows Fisherman Mirror Mother Witch Zappies
Mirror
Arrows Royal Ghost Giant Skeleton
Mother Witch
Royal Hogs Arrows Royal Ghost Giant Skeleton
Royal Hogs
Arrows Mother Witch Fisherman Zappies
Zappies
Royal Ghost Giant Skeleton Royal Hogs

Defense Synergies 1 9

Arrows
Mirror Giant Skeleton Mother Witch
Fisherman
Mother Witch Zappies
Royal Ghost
Mother Witch
Giant Skeleton
Arrows Mother Witch Zappies
Mirror
Arrows Zappies
Mother Witch
Arrows Fisherman Royal Ghost Giant Skeleton Zappies
Royal Hogs
Zappies
Fisherman Giant Skeleton Mirror Mother 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.

Zappies
Fisherman Zappies
Fisherman Giant Skeleton Zappies
Fisherman Zappies
Arrows Giant Skeleton
Arrows Royal Ghost Mother Witch Zappies
Arrows Zappies
Arrows Giant Skeleton
Zappies Fisherman
Fisherman Royal Ghost Giant Skeleton Zappies
Mother Witch Arrows Fisherman Royal Ghost Giant Skeleton Zappies
Arrows Zappies
Giant Skeleton Zappies
Arrows Royal Ghost Zappies
Zappies
Fisherman Zappies
Arrows Fisherman Zappies
Arrows Fisherman Royal Ghost Zappies
Arrows Fisherman Royal Ghost Giant Skeleton Mother Witch Zappies
Fisherman Zappies
Royal Ghost Arrows Fisherman Giant Skeleton Mother Witch Zappies

Counters to secondary win conditions

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

Fisherman Royal Ghost Giant Skeleton Zappies
Arrows Fisherman Royal Ghost
Giant Skeleton Zappies Fisherman
Giant Skeleton Fisherman Zappies
Giant Skeleton Fisherman Zappies
Arrows Mother Witch Zappies
Giant Skeleton Zappies
Giant Skeleton Fisherman Zappies
Giant Skeleton Zappies
Zappies
Giant Skeleton Zappies
Arrows Giant Skeleton
Giant Skeleton Zappies
Zappies
Zappies Fisherman Giant Skeleton
Arrows Royal Ghost Giant Skeleton Mother Witch Zappies

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 Royal Ghost Giant Skeleton
Arrows Fisherman Royal Ghost
Arrows Giant Skeleton
Arrows Giant Skeleton
Arrows
Arrows Mother Witch
Arrows
Arrows
Arrows Fisherman
Fisherman
Arrows Fisherman
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Fisherman
Arrows Fisherman
Arrows Mother Witch
Giant Skeleton
Arrows
Fisherman
Arrows
Arrows Mother Witch
Fisherman
Arrows Fisherman Royal Ghost
Arrows Fisherman
Arrows Fisherman
Arrows Mother Witch
Zappies
Arrows
Arrows Zappies
Giant Skeleton
Arrows
Zappies
Arrows Zappies
Arrows
Arrows
Arrows Giant Skeleton
Giant Skeleton Zappies
Zappies
Royal Ghost Giant Skeleton

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