My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

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!
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 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!
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.

Archers Firecracker Witch

Defensive buildings

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

Cannon

Investments

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

Archers Knight Firecracker Rune Giant Witch

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Missing

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 Rune Giant

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.

Firecracker

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
Archers Skeleton Army
Giant Snowball
Archers Cannon Skeleton Army Witch
Zap
Archers Cannon Firecracker Skeleton Army Witch
Barbarian Barrel
Archers Knight Cannon Firecracker Skeleton Army Witch
The Log
Archers Cannon Firecracker Skeleton Army Witch
Earthquake
Archers Cannon Firecracker Skeleton Army Witch
Arrows
Archers Firecracker Skeleton Army Witch
Royal Delivery
Archers Knight Firecracker Skeleton Army Witch
Fireball
Archers Cannon Firecracker Skeleton Army Witch
Poison
Archers Cannon Firecracker Skeleton Army Witch
Lightning
Knight Cannon Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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 Army Rune Giant

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Berserker Archers Knight Cannon Firecracker Skeleton Army Rune Giant Witch

Shortest cycle

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

11 Berserker Archers Knight Cannon

Attack Synergies 3 2

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.

Berserker
Rune Giant
Archers
Knight Rune Giant
Knight
Archers Firecracker Witch
Cannon
Firecracker
Knight
Skeleton Army
Rune Giant
Berserker Archers
Witch
Knight

Defense Synergies 3 10

Berserker
Archers
Knight Cannon Firecracker Skeleton Army Witch
Knight
Archers Cannon Firecracker Skeleton Army Witch
Cannon
Knight Archers Firecracker Skeleton Army Witch
Firecracker
Knight Archers Cannon Skeleton Army
Skeleton Army
Archers Knight Cannon Firecracker
Rune Giant
Witch
Archers Knight Cannon

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 Cannon Firecracker
Skeleton Army Knight Cannon Firecracker Witch
Cannon Skeleton Army Witch Archers Knight
Cannon Skeleton Army Witch Knight Firecracker
Firecracker Skeleton Army
Skeleton Army Archers Cannon Firecracker
Archers Cannon Firecracker Witch
Cannon
Cannon Witch Skeleton Army
Knight Skeleton Army Archers Cannon Firecracker
Berserker Archers Skeleton Army Witch Knight Cannon Firecracker
Archers Firecracker Witch
Cannon Skeleton Army Knight Witch
Skeleton Army Cannon Firecracker Witch
Skeleton Army Knight Cannon
Skeleton Army Cannon
Knight Cannon Firecracker Skeleton Army Witch
Cannon Archers Knight Firecracker Skeleton Army Witch
Witch Archers Knight Cannon Firecracker
Cannon
Skeleton Army Archers Knight Cannon Firecracker Witch
Cannon Skeleton Army

Counters to secondary win conditions

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

Knight Skeleton Army Archers Witch
Archers Knight Firecracker
Skeleton Army Knight Witch
Skeleton Army Knight
Knight Cannon Skeleton Army Witch
Firecracker Archers Witch
Skeleton Army Archers Knight Witch
Knight Skeleton Army
Knight Firecracker Skeleton Army Witch
Witch Cannon Skeleton Army
Knight Witch
Skeleton Army
Skeleton Army Knight Cannon Witch
Archers Cannon Firecracker Skeleton Army Witch
Skeleton Army Witch Archers Knight Firecracker
Archers Cannon Firecracker Witch
Cannon

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.)

Knight Firecracker
Firecracker
Knight Firecracker
Firecracker
Firecracker Witch
Archers Firecracker Witch
Firecracker
Firecracker
Firecracker Knight
Archers Firecracker
Knight Firecracker
Firecracker
Firecracker
Firecracker Witch
Firecracker
Archers Firecracker
Firecracker Witch
Firecracker Witch
Witch
Firecracker Witch
Witch
Firecracker
Archers Firecracker Witch
Firecracker Witch
Firecracker
Firecracker
Archers Skeleton Army Witch
Archers Firecracker Witch
Knight Firecracker
Firecracker
Firecracker
Firecracker Witch
Firecracker Witch
Firecracker Witch
Firecracker

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