My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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.

Mother Witch

Defensive buildings

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

Cannon 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.

Royal Recruits Royal Ghost Mother Witch

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.

Arrows

Punishments

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

Royal Recruits 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 Recruits 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 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 Recruits
Giant Snowball
Cannon Royal Recruits
Zap
Cannon
Barbarian Barrel
Cannon Royal Recruits Bomb Tower Royal Ghost
The Log
Cannon Royal Recruits
Earthquake
Cannon Bomb Tower
Arrows
Royal Recruits
Royal Delivery
Royal Recruits Royal Ghost Mother Witch
Fireball
Cannon Bomb Tower Mother Witch
Poison
Cannon Royal Recruits Bomb Tower Mother Witch
Lightning
Cannon Bomb Tower Mother Witch
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower 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 Royal Recruits 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Berserker Arrows Cannon Royal Ghost Bomb Tower Mother Witch Royal Recruits

Shortest cycle

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

8 Mirror Berserker Arrows Cannon

Attack Synergies 1 4

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
Arrows
Mirror Mother Witch
Cannon
Royal Recruits
Royal Ghost
Bomb Tower
Mirror
Arrows Royal Ghost
Royal Ghost
Royal Recruits Mirror Mother Witch
Mother Witch
Arrows Royal Ghost

Defense Synergies 2 8

Berserker
Arrows
Mirror Cannon Bomb Tower Mother Witch
Cannon
Mirror Arrows Royal Recruits Royal Ghost Mother Witch
Royal Recruits
Cannon
Bomb Tower
Arrows Mirror
Mirror
Arrows Cannon Bomb Tower
Royal Ghost
Cannon Mother Witch
Mother Witch
Arrows Cannon Royal Ghost

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.

Cannon Royal Recruits
Bomb Tower Cannon Royal Recruits
Cannon Bomb Tower Royal Recruits
Cannon Royal Recruits Bomb Tower
Arrows Royal Recruits Bomb Tower
Arrows Cannon Bomb Tower Royal Ghost Mother Witch
Arrows Cannon Bomb Tower
Arrows Cannon Royal Recruits Bomb Tower
Cannon Royal Recruits Bomb Tower
Cannon Royal Recruits Royal Ghost
Mother Witch Arrows Cannon Royal Recruits Bomb Tower Royal Ghost
Arrows
Cannon Royal Recruits Bomb Tower
Bomb Tower Arrows Cannon Royal Recruits Royal Ghost
Royal Recruits Cannon Bomb Tower
Bomb Tower Cannon Royal Recruits
Bomb Tower Arrows Cannon Royal Recruits
Arrows Cannon Bomb Tower Royal Recruits Royal Ghost
Arrows Bomb Tower Cannon Royal Recruits Royal Ghost Mother Witch
Cannon Royal Recruits Bomb Tower
Royal Recruits Royal Ghost Arrows Cannon Bomb Tower Mother Witch
Cannon Bomb Tower

Counters to secondary win conditions

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

Royal Recruits Royal Ghost
Arrows Bomb Tower Royal Ghost
Royal Recruits Bomb Tower
Royal Recruits
Royal Recruits Cannon
Arrows Mother Witch Bomb Tower
Royal Recruits Bomb Tower
Royal Recruits Bomb Tower
Royal Recruits Bomb Tower
Royal Recruits Cannon
Royal Recruits Bomb Tower
Royal Recruits Arrows
Royal Recruits Cannon Bomb Tower
Royal Recruits Cannon Bomb Tower
Royal Recruits Bomb Tower
Arrows Cannon Royal Recruits Bomb Tower Royal Ghost Mother Witch
Arrows Cannon 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.)

Arrows Royal Recruits Royal Ghost
Arrows Royal Ghost
Arrows
Arrows Royal Recruits
Arrows
Arrows Mother Witch
Arrows
Arrows
Arrows
Arrows Royal Recruits
Arrows
Arrows
Arrows
Arrows
Arrows Royal Recruits
Arrows
Arrows
Arrows Mother Witch
Arrows
Arrows Royal Recruits
Arrows Mother Witch
Arrows Royal Ghost
Arrows
Arrows
Arrows Mother Witch
Arrows
Arrows
Arrows
Royal Recruits
Arrows
Arrows
Arrows
Arrows
Royal Recruits
Royal Recruits
Royal Recruits Royal Ghost

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