My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower 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 spells that can finish it off. Consider adding 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Magic Archer

Defensive buildings

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

Goblin Cage Bomb Tower

Investments

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

Knight Suspicious Bush Goblin Cage Witch Magic Archer Mega Knight Skeleton King

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

Punishments

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

Mega Knight

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.

Knight Magic Archer Mega Knight Skeleton King

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.

Magic Archer

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
Skeleton King
Giant Snowball
Witch Skeleton King
Zap
Witch Skeleton King
Barbarian Barrel
Knight Goblin Cage Bomb Tower Witch Magic Archer Skeleton King
The Log
Suspicious Bush Goblin Cage Witch Skeleton King
Earthquake
Goblin Cage Bomb Tower Witch Skeleton King
Arrows
Suspicious Bush Witch Skeleton King
Royal Delivery
Knight Goblin Cage Witch Magic Archer Skeleton King
Fireball
Suspicious Bush Goblin Cage Bomb Tower Witch Magic Archer Skeleton King
Poison
Suspicious Bush Goblin Cage Bomb Tower Witch Magic Archer Skeleton King
Lightning
Knight Goblin Cage Bomb Tower Witch Magic Archer Skeleton King
Rocket
Bomb Tower Witch Magic Archer Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Magic Archer Mega Knight Skeleton King

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.

Knight Suspicious Bush Mega Knight

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.

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.

Suspicious Bush Knight Goblin Cage Bomb Tower Magic Archer Skeleton King Witch Mega Knight

Shortest cycle

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

13 Suspicious Bush Knight Goblin Cage Bomb Tower

Attack Synergies 0 7

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.

Knight
Witch Magic Archer
Suspicious Bush
Goblin Cage
Witch Magic Archer
Bomb Tower
Witch
Knight Goblin Cage Mega Knight Skeleton King
Magic Archer
Knight Goblin Cage Mega Knight
Mega Knight
Witch Magic Archer
Skeleton King
Witch

Defense Synergies 2 7

Knight
Bomb Tower Magic Archer Goblin Cage Witch
Suspicious Bush
Goblin Cage
Knight Witch Magic Archer
Bomb Tower
Knight Magic Archer
Witch
Knight Goblin Cage Mega Knight
Magic Archer
Knight Goblin Cage Bomb Tower Mega Knight
Mega Knight
Witch Magic Archer
Skeleton King

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.

Knight Goblin Cage Magic Archer
Bomb Tower Knight Goblin Cage Witch Mega Knight
Goblin Cage Bomb Tower Witch Mega Knight Knight
Goblin Cage Bomb Tower Witch Knight Mega Knight Skeleton King
Goblin Cage Bomb Tower Mega Knight
Bomb Tower Magic Archer Mega Knight
Goblin Cage Bomb Tower Witch Magic Archer
Goblin Cage Bomb Tower Magic Archer Mega Knight
Witch Goblin Cage Bomb Tower Skeleton King
Knight Mega Knight
Witch Knight Bomb Tower Magic Archer Mega Knight Skeleton King
Witch Magic Archer
Goblin Cage Bomb Tower Mega Knight Knight Witch
Bomb Tower Mega Knight Goblin Cage Witch Magic Archer Skeleton King
Knight Goblin Cage Bomb Tower Mega Knight Skeleton King
Bomb Tower Goblin Cage Mega Knight
Bomb Tower Mega Knight Knight Goblin Cage Witch
Goblin Cage Bomb Tower Mega Knight Knight Witch Magic Archer
Goblin Cage Bomb Tower Witch Knight Magic Archer Mega Knight
Goblin Cage Bomb Tower
Mega Knight Knight Bomb Tower Witch

Counters to secondary win conditions

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

Knight Mega Knight Goblin Cage Witch
Knight Bomb Tower Magic Archer Mega Knight
Mega Knight Knight Goblin Cage Bomb Tower Witch
Mega Knight Knight Goblin Cage
Knight Goblin Cage Witch Mega Knight
Bomb Tower Witch Magic Archer
Knight Goblin Cage Bomb Tower Witch
Mega Knight Knight Goblin Cage Bomb Tower
Goblin Cage Mega Knight Knight Bomb Tower Witch Magic Archer
Witch Goblin Cage
Mega Knight Knight Goblin Cage Bomb Tower Witch
Mega Knight Goblin Cage
Mega Knight Knight Goblin Cage Bomb Tower Witch Skeleton King
Goblin Cage Bomb Tower Witch Magic Archer Mega Knight
Witch Knight Goblin Cage Bomb Tower Magic Archer Skeleton King
Mega Knight Goblin Cage Bomb Tower Witch Magic Archer Skeleton King
Goblin Cage Bomb Tower

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.)

Magic Archer Knight
Magic Archer
Magic Archer
Knight
Magic Archer Mega Knight
Witch Magic Archer
Witch Magic Archer
Magic Archer
Knight Magic Archer
Magic Archer
Knight Magic Archer
Magic Archer
Magic Archer
Witch Magic Archer
Magic Archer Mega Knight
Magic Archer Mega Knight
Witch Magic Archer Mega Knight
Magic Archer Mega Knight
Witch Magic Archer Mega Knight
Witch
Witch Magic Archer
Witch Magic Archer Mega Knight
Magic Archer
Witch Magic Archer
Witch
Magic Archer Mega Knight
Magic Archer
Mega Knight
Magic Archer
Witch Magic Archer
Witch Magic Archer
Knight Magic Archer Mega Knight
Magic Archer Skeleton King
Mega Knight
Witch Magic Archer Skeleton King
Witch Magic Archer
Witch Magic Archer Mega Knight
Mega Knight

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