My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
F2P score
RIP

3 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!
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 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!
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.

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 Battle Ram Witch Lumberjack Mega Knight Golden Knight

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram Lumberjack Mega Knight Golden 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 Barbarians Battle Ram Lumberjack 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.

Lumberjack Golden Knight

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
Battle Ram Skeleton Army
Giant Snowball
Barbarians Battle Ram Skeleton Army Witch Lumberjack
Zap
Battle Ram Skeleton Army Witch
Barbarian Barrel
Knight Barbarians Battle Ram Skeleton Army Witch Lumberjack
The Log
Barbarians Battle Ram Skeleton Army Witch Lumberjack
Earthquake
Barbarians Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Knight Barbarians Battle Ram Skeleton Army Witch Lumberjack
Fireball
Barbarians Battle Ram Skeleton Army Witch Lumberjack
Poison
Barbarians Skeleton Army Witch
Lightning
Knight Battle Ram Witch Lumberjack
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Mega Knight

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 Battle Ram Skeleton Army Mega Knight

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.

Barbarians 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.

Knight Skeleton Army Battle Ram Lumberjack Golden Knight Barbarians Witch Mega Knight

Shortest cycle

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

14 Knight Skeleton Army Battle Ram Lumberjack

Attack Synergies 1 8

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
Battle Ram Witch Lumberjack
Barbarians
Battle Ram
Knight Witch Lumberjack Golden Knight
Skeleton Army
Witch
Knight Battle Ram Lumberjack Mega Knight
Lumberjack
Knight Battle Ram Witch Mega Knight
Mega Knight
Witch Lumberjack
Golden Knight
Battle Ram

Defense Synergies 0 7

Knight
Skeleton Army Witch Lumberjack
Barbarians
Skeleton Army
Battle Ram
Skeleton Army
Knight Barbarians Lumberjack
Witch
Knight Lumberjack Mega Knight
Lumberjack
Knight Skeleton Army Witch
Mega Knight
Witch
Golden Knight

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 Golden Knight
Barbarians Skeleton Army Lumberjack Knight Witch Mega Knight
Barbarians Skeleton Army Witch Lumberjack Mega Knight Knight
Barbarians Skeleton Army Witch Lumberjack Knight Mega Knight
Barbarians Skeleton Army Lumberjack Mega Knight
Skeleton Army Lumberjack Mega Knight
Witch
Barbarians Mega Knight Golden Knight
Barbarians Witch Skeleton Army Lumberjack
Knight Skeleton Army Barbarians Lumberjack Mega Knight
Barbarians Skeleton Army Witch Knight Lumberjack Mega Knight
Witch
Barbarians Skeleton Army Lumberjack Mega Knight Knight Witch
Skeleton Army Mega Knight Barbarians Witch Lumberjack Golden Knight
Barbarians Skeleton Army Knight Lumberjack Mega Knight
Barbarians Skeleton Army Lumberjack Mega Knight
Barbarians Mega Knight Knight Skeleton Army Witch Lumberjack
Mega Knight Knight Barbarians Skeleton Army Witch Lumberjack Golden Knight
Witch Knight Barbarians Lumberjack Mega Knight
Barbarians Lumberjack
Skeleton Army Mega Knight Knight Barbarians Witch Lumberjack

Counters to secondary win conditions

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

Knight Barbarians Skeleton Army Lumberjack Mega Knight Witch
Knight Lumberjack Mega Knight
Barbarians Skeleton Army Lumberjack Mega Knight Knight Witch Golden Knight
Skeleton Army Lumberjack Mega Knight Knight Barbarians
Barbarians Knight Skeleton Army Witch Lumberjack Mega Knight
Witch
Skeleton Army Knight Barbarians Witch Lumberjack
Mega Knight Knight Barbarians Skeleton Army Lumberjack
Mega Knight Knight Barbarians Skeleton Army Witch
Witch Barbarians Skeleton Army
Mega Knight Knight Barbarians Witch Lumberjack Golden Knight
Skeleton Army Mega Knight Barbarians
Barbarians Skeleton Army Mega Knight Knight Witch Lumberjack Golden Knight
Barbarians Skeleton Army Witch Mega Knight
Barbarians Skeleton Army Witch Knight Lumberjack Golden Knight
Mega Knight Barbarians Witch Golden Knight

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 Golden Knight
Golden Knight
Knight Barbarians
Mega Knight
Witch
Witch
Golden Knight
Lumberjack
Knight Golden Knight
Knight Golden Knight
Witch Golden Knight
Mega Knight
Mega Knight
Witch Mega Knight Golden Knight
Mega Knight
Barbarians
Witch Mega Knight
Witch
Witch Golden Knight
Witch Mega Knight Golden Knight
Golden Knight
Witch
Witch
Mega Knight
Mega Knight
Barbarians Skeleton Army Witch
Witch
Knight Lumberjack Mega Knight
Mega Knight
Witch Golden Knight
Witch
Witch Mega Knight Golden Knight
Mega Knight

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