My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 low-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 cheap spells that can finish it off. 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.

Magic Archer 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.

Knight Skeleton Barrel Electro Giant Magic Archer Mother Witch

Offensive cards

Win conditions

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

Skeleton Barrel Electro Giant

Damage spells

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

Rocket

Punishments

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

Skeleton Barrel Electro Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Skeleton Barrel Heal Spirit Electro Giant Magic Archer

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.

Skeleton Barrel 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 Barrel
Giant Snowball
Skeleton Barrel
Zap
Skeleton Barrel
Barbarian Barrel
Knight Skeleton Barrel Heal Spirit Magic Archer
The Log
Skeleton Barrel Heal Spirit
Earthquake
Arrows
Skeleton Barrel Heal Spirit
Royal Delivery
Knight Skeleton Barrel Heal Spirit Magic Archer Mother Witch
Fireball
Skeleton Barrel Magic Archer Mother Witch
Poison
Skeleton Barrel Magic Archer Mother Witch
Lightning
Knight Magic Archer Mother Witch
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Rocket Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Electro Giant Magic Archer

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.

Knight Skeleton Barrel Heal Spirit Rocket Electro Giant Mother Witch

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

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.

Mirror Heal Spirit Knight Skeleton Barrel Magic Archer Mother Witch Rocket Electro Giant

Shortest cycle

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

7 Mirror Heal Spirit Knight Skeleton Barrel

Attack Synergies 2 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.

Knight
Skeleton Barrel Heal Spirit Magic Archer Mother Witch
Skeleton Barrel
Knight Heal Spirit Mirror Magic Archer
Heal Spirit
Knight Skeleton Barrel
Rocket
Mirror Electro Giant
Mirror
Electro Giant Skeleton Barrel Rocket Magic Archer
Electro Giant
Mirror Rocket Mother Witch
Magic Archer
Knight Skeleton Barrel Mirror Mother Witch
Mother Witch
Knight Electro Giant Magic Archer

Defense Synergies 1 3

Knight
Magic Archer Mother Witch
Skeleton Barrel
Heal Spirit
Rocket
Mirror
Magic Archer
Electro Giant
Magic Archer
Knight Mirror Mother Witch
Mother Witch
Knight Magic Archer

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.

Rocket Knight Skeleton Barrel Magic Archer
Knight
Rocket Knight
Knight
Rocket
Magic Archer Mother Witch
Rocket Magic Archer
Rocket Skeleton Barrel Electro Giant Magic Archer
Knight
Mother Witch Knight Electro Giant Magic Archer
Magic Archer
Knight Rocket
Rocket Magic Archer
Knight
Rocket Electro Giant
Knight
Knight Magic Archer
Knight Magic Archer Mother Witch
Knight Electro Giant Mother Witch

Counters to secondary win conditions

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

Knight Electro Giant
Knight Skeleton Barrel Rocket Magic Archer
Knight Rocket
Rocket Knight
Knight
Rocket Electro Giant Mother Witch Skeleton Barrel Magic Archer
Rocket Knight
Knight
Rocket Knight Magic Archer
Knight
Rocket Electro Giant
Rocket Knight
Electro Giant Magic Archer
Electro Giant Knight Rocket Magic Archer
Electro Giant Magic Archer Mother Witch

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.)

Skeleton Barrel Magic Archer Knight Rocket
Skeleton Barrel Magic Archer
Rocket Skeleton Barrel Magic Archer
Knight Skeleton Barrel Rocket
Rocket Magic Archer
Electro Giant Mother Witch Skeleton Barrel Rocket Magic Archer
Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel
Rocket
Rocket Knight Skeleton Barrel Magic Archer
Rocket Magic Archer
Rocket Knight Skeleton Barrel Magic Archer
Skeleton Barrel Rocket Magic Archer
Skeleton Barrel Magic Archer
Rocket Skeleton Barrel Magic Archer
Magic Archer Skeleton Barrel Rocket
Rocket
Rocket
Rocket Skeleton Barrel Magic Archer
Rocket Skeleton Barrel Electro Giant Magic Archer Mother Witch
Rocket Magic Archer
Rocket
Rocket
Rocket Skeleton Barrel
Electro Giant Mother Witch Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel Magic Archer
Rocket Skeleton Barrel Magic Archer
Electro Giant Magic Archer Mother Witch
Rocket Skeleton Barrel Electro Giant
Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Skeleton Barrel Rocket Magic Archer
Rocket Magic Archer
Knight Rocket Magic Archer
Skeleton Barrel Magic Archer
Rocket Electro Giant
Electro Giant Rocket Magic Archer
Rocket Magic Archer
Skeleton Barrel Rocket Electro Giant Magic Archer
Rocket

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: