My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!
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.

Tesla Wizard Witch Ram Rider

Defensive buildings

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

Tesla

Investments

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

Knight Tesla Wizard Witch Ram Rider Mega Knight Monk

Offensive cards

Win conditions

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

Ram Rider

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.

Ram Rider 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 Ram Rider Mega Knight

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.

Ram Rider Monk

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
Ram Rider
Giant Snowball
Witch Ram Rider
Zap
Witch Ram Rider
Barbarian Barrel
Knight Tesla Wizard Witch
The Log
Witch Ram Rider
Earthquake
Tesla Witch
Arrows
Witch
Royal Delivery
Knight Wizard Witch Ram Rider
Fireball
Tesla Wizard Witch Ram Rider
Poison
Wizard Witch
Lightning
Knight Tesla Wizard Witch Ram Rider Monk
Rocket
Wizard Witch Ram Rider

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.

Arrows Wizard Mega Knight

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 Knight 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Tesla Wizard Witch Ram Rider Monk Mega Knight

Shortest cycle

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

15 Arrows Knight Tesla Wizard

Attack Synergies 0 11

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
Knight Ram Rider Mega Knight
Knight
Arrows Wizard Witch Ram Rider
Tesla
Wizard
Knight Ram Rider Mega Knight
Witch
Knight Ram Rider Mega Knight
Ram Rider
Arrows Knight Wizard Witch Mega Knight
Mega Knight
Arrows Wizard Witch Ram Rider
Monk

Defense Synergies 2 8

Arrows
Mega Knight Knight Tesla Monk
Knight
Tesla Arrows Wizard Witch
Tesla
Knight Arrows Wizard
Wizard
Knight Tesla Mega Knight
Witch
Knight Mega Knight
Ram Rider
Mega Knight
Arrows Wizard Witch
Monk
Arrows

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 Tesla Wizard Ram Rider
Knight Tesla Witch Ram Rider Mega Knight Monk
Tesla Witch Ram Rider Mega Knight Knight
Tesla Witch Knight Ram Rider Mega Knight Monk
Arrows Mega Knight Monk
Arrows Tesla Mega Knight
Tesla Ram Rider Arrows Wizard Witch
Arrows Tesla Ram Rider Mega Knight Monk
Tesla Witch
Knight Tesla Mega Knight
Witch Arrows Knight Tesla Wizard Ram Rider Mega Knight
Arrows Tesla Wizard Witch Ram Rider
Tesla Mega Knight Knight Wizard Witch Ram Rider
Wizard Mega Knight Arrows Tesla Witch
Knight Tesla Ram Rider Mega Knight
Monk Tesla Ram Rider Mega Knight
Tesla Wizard Mega Knight Arrows Knight Witch
Arrows Tesla Mega Knight Knight Wizard Witch Ram Rider
Arrows Wizard Witch Knight Tesla Ram Rider Mega Knight
Tesla Ram Rider
Wizard Mega Knight Arrows Knight Tesla Witch

Counters to secondary win conditions

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

Knight Mega Knight Tesla Witch
Arrows Knight Tesla Wizard Mega Knight Monk
Mega Knight Knight Witch Ram Rider
Mega Knight Knight Tesla Ram Rider Monk
Knight Tesla Witch Ram Rider Mega Knight
Arrows Wizard Tesla Witch Ram Rider Monk
Knight Tesla Witch Ram Rider
Mega Knight Knight Tesla
Mega Knight Knight Witch Monk
Witch Tesla
Mega Knight Knight Tesla Witch
Mega Knight Monk Arrows
Mega Knight Knight Tesla Wizard Witch Ram Rider
Wizard Tesla Witch Mega Knight
Tesla Witch Knight Monk
Arrows Mega Knight Tesla Wizard Witch
Arrows

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 Knight Monk
Arrows Monk Ram Rider
Arrows
Arrows Knight
Wizard Arrows Mega Knight
Arrows Wizard Witch Ram Rider Monk
Arrows Wizard Witch
Arrows Wizard Ram Rider
Arrows Monk Wizard Ram Rider
Monk Arrows Knight Wizard Ram Rider
Monk Arrows Wizard
Knight
Arrows Monk
Arrows
Arrows Wizard Witch
Arrows Wizard Mega Knight
Monk Arrows
Arrows Wizard Mega Knight Monk
Arrows Wizard Witch Mega Knight Monk
Mega Knight Monk
Arrows Wizard
Monk
Arrows Monk
Arrows Wizard Witch Mega Knight
Witch
Arrows Wizard Witch Ram Rider Monk
Arrows Wizard Witch Ram Rider Mega Knight Monk
Arrows
Arrows Wizard Witch
Wizard Witch
Arrows Wizard Mega Knight
Arrows Monk
Mega Knight
Arrows Wizard Monk
Witch
Arrows Wizard Witch Ram Rider Monk
Arrows
Knight Wizard Mega Knight
Arrows Wizard
Monk Arrows
Mega Knight
Witch
Witch
Witch Mega Knight Monk
Wizard Mega Knight Monk

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