My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Archers 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.

Archers Knight Witch Giant Skeleton Sparky

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Fireball

Punishments

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

Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Hog Rider Giant Skeleton

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.

Hog Rider Giant Skeleton

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 Hog Rider Giant Skeleton Sparky
Giant Snowball
Archers Hog Rider Witch
Zap
Archers Witch Sparky
Barbarian Barrel
Archers Knight Witch Giant Skeleton Sparky
The Log
Archers Hog Rider Witch Giant Skeleton Sparky
Earthquake
Archers Hog Rider Witch
Arrows
Archers Witch
Royal Delivery
Archers Knight Hog Rider Witch Giant Skeleton Sparky
Fireball
Archers Hog Rider Witch Sparky
Poison
Archers Witch Sparky
Lightning
Knight Witch Sparky
Rocket
Hog Rider Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Sparky

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 Giant Skeleton Sparky

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.

Fireball

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.

Fireball 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.

Archers Arrows Knight Fireball Hog Rider Witch Giant Skeleton Sparky

Shortest cycle

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

13 Archers Arrows Knight Fireball

Attack Synergies 6 13

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.

Archers
Knight Arrows Hog Rider Giant Skeleton
Arrows
Fireball Hog Rider Sparky Archers Knight Giant Skeleton
Knight
Archers Hog Rider Arrows Fireball Witch Sparky
Fireball
Arrows Hog Rider Knight Sparky
Hog Rider
Arrows Knight Fireball Archers Witch Giant Skeleton
Witch
Knight Hog Rider Giant Skeleton
Giant Skeleton
Archers Arrows Hog Rider Witch Sparky
Sparky
Arrows Knight Fireball Giant Skeleton

Defense Synergies 1 10

Archers
Knight Witch Giant Skeleton
Arrows
Knight Fireball Giant Skeleton Sparky
Knight
Archers Arrows Fireball Witch Sparky
Fireball
Arrows Knight
Hog Rider
Witch
Archers Knight Giant Skeleton
Giant Skeleton
Archers Arrows Witch
Sparky
Arrows 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 Fireball Sparky
Sparky Knight Witch
Witch Sparky Archers Knight Giant Skeleton
Witch Sparky Knight
Arrows Fireball Giant Skeleton Sparky
Arrows Fireball Archers
Archers Arrows Fireball Witch
Arrows Fireball Giant Skeleton Sparky
Witch Sparky
Knight Archers Giant Skeleton Sparky
Archers Witch Arrows Knight Fireball Giant Skeleton
Arrows Archers Fireball Witch
Sparky Knight Fireball Witch Giant Skeleton
Fireball Sparky Arrows Witch
Sparky Knight
Fireball Sparky
Sparky Arrows Knight Fireball Witch
Arrows Fireball Archers Knight Witch
Arrows Witch Archers Knight Fireball Giant Skeleton
Sparky
Archers Arrows Knight Fireball Witch Giant Skeleton Sparky
Sparky

Counters to secondary win conditions

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

Knight Archers Fireball Witch Giant Skeleton Sparky
Fireball Archers Arrows Knight
Giant Skeleton Knight Witch Sparky
Giant Skeleton Knight Fireball Sparky
Giant Skeleton Knight Witch Sparky
Arrows Fireball Archers Witch
Sparky Archers Knight Fireball Witch Giant Skeleton
Giant Skeleton Knight Sparky
Giant Skeleton Knight Fireball Witch Sparky
Witch Sparky
Knight Witch Giant Skeleton Sparky
Arrows Fireball Giant Skeleton
Giant Skeleton Knight Fireball Witch Sparky
Archers Fireball Witch Sparky
Witch Sparky Archers Knight Fireball Giant Skeleton
Arrows Archers Fireball Witch Giant Skeleton Sparky
Arrows Fireball

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.)

Fireball Arrows Knight Giant Skeleton Sparky
Arrows Fireball
Arrows Fireball Giant Skeleton Sparky
Arrows Knight Fireball Giant Skeleton Sparky
Fireball Arrows Sparky
Arrows Fireball Witch
Archers Arrows Witch Sparky
Arrows Fireball
Arrows Fireball
Fireball Sparky
Arrows Knight Fireball Sparky
Fireball Archers Arrows
Knight Fireball Sparky
Arrows Fireball
Arrows Fireball Sparky
Arrows Fireball Witch Sparky
Arrows Fireball Sparky
Arrows Fireball Sparky
Sparky
Archers Arrows Fireball Sparky
Arrows Fireball Witch
Fireball Giant Skeleton Sparky
Arrows Fireball
Sparky
Arrows Fireball
Arrows Fireball Witch Sparky
Witch
Arrows Fireball Witch Sparky
Fireball Arrows Witch Sparky
Fireball Arrows Sparky
Archers Arrows Fireball Witch Sparky
Fireball Witch
Fireball Sparky
Arrows Fireball Sparky
Arrows Fireball Sparky
Giant Skeleton Sparky
Arrows Fireball Sparky
Archers Fireball Witch
Fireball Archers Arrows Witch
Arrows Fireball
Fireball Knight Sparky
Arrows Fireball
Arrows Fireball Giant Skeleton Sparky
Sparky
Fireball Witch Giant Skeleton Sparky
Fireball Witch
Fireball Witch Giant Skeleton Sparky
Sparky
Fireball Sparky

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