My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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!
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.

Mortar

Investments

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

Knight Witch Royal Ghost

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Poison

Punishments

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

Mortar Royal Ghost

Pump responses

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

Poison

Dropped at the bridge

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

Knight Mortar 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 Goblin Machine

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 Army
Giant Snowball
Skeleton Army Witch
Zap
Mortar Skeleton Army Witch
Barbarian Barrel
Knight Mortar Skeleton Army Witch Royal Ghost
The Log
Skeleton Army Witch
Earthquake
Mortar Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Knight Skeleton Army Witch Royal Ghost
Fireball
Mortar Skeleton Army Witch
Poison
Mortar Skeleton Army Witch
Lightning
Knight Mortar Witch
Rocket
Mortar Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Poison Witch Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Poison Royal Ghost Goblin Machine

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.

Arrows Knight Skeleton Army Poison Royal Ghost Goblin Machine

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Skeleton Army Royal Ghost Mortar Poison Witch Goblin Machine

Shortest cycle

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

12 Arrows Knight Skeleton Army Royal Ghost

Attack Synergies 1 6

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.

Arrows
Knight Mortar
Knight
Mortar Arrows Poison Witch
Mortar
Knight Arrows
Skeleton Army
Poison
Knight Royal Ghost
Witch
Knight Royal Ghost
Royal Ghost
Poison Witch
Goblin Machine

Defense Synergies 0 9

Arrows
Knight Mortar
Knight
Arrows Mortar Skeleton Army Poison Witch
Mortar
Arrows Knight Skeleton Army Poison
Skeleton Army
Knight Mortar
Poison
Knight Mortar
Witch
Knight Royal Ghost
Royal Ghost
Witch
Goblin Machine

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 Mortar
Skeleton Army Knight Mortar Witch
Mortar Skeleton Army Witch Knight
Skeleton Army Witch Knight Mortar
Arrows Skeleton Army Poison
Arrows Skeleton Army Royal Ghost
Arrows Mortar Poison Witch
Arrows Poison
Witch Mortar Skeleton Army
Knight Skeleton Army Royal Ghost
Skeleton Army Poison Witch Arrows Knight Royal Ghost
Arrows Poison Witch
Mortar Skeleton Army Knight Witch
Skeleton Army Arrows Mortar Poison Witch Royal Ghost
Skeleton Army Knight Mortar
Skeleton Army Mortar
Arrows Knight Mortar Skeleton Army Poison Witch
Arrows Mortar Knight Skeleton Army Witch Royal Ghost
Arrows Mortar Poison Witch Knight Royal Ghost
Mortar
Skeleton Army Royal Ghost Arrows Knight Poison Witch

Counters to secondary win conditions

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

Knight Skeleton Army Witch Royal Ghost
Poison Arrows Knight Mortar Royal Ghost
Skeleton Army Knight Witch
Skeleton Army Knight
Knight Skeleton Army Witch
Arrows Poison Witch
Skeleton Army Knight Witch
Knight Skeleton Army
Knight Mortar Skeleton Army Poison Witch
Witch Skeleton Army
Knight Witch
Skeleton Army Arrows Poison
Skeleton Army Knight Witch
Skeleton Army Witch
Skeleton Army Witch Knight Mortar Poison
Arrows Poison Witch Royal Ghost
Arrows Mortar

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.)

Poison Arrows Knight Mortar Royal Ghost
Arrows Mortar Poison Royal Ghost
Arrows Poison
Arrows Knight Poison
Poison Arrows Mortar
Arrows Poison Witch
Arrows Mortar Poison Witch
Arrows Poison
Arrows Poison Mortar
Poison
Poison Arrows Knight Mortar
Poison Arrows
Poison Knight Mortar
Arrows Mortar Poison
Arrows Mortar Poison
Arrows Mortar Poison Witch
Arrows Mortar Poison
Arrows Mortar Poison
Arrows Mortar Poison
Arrows Mortar Poison Witch
Poison
Arrows Poison
Arrows Mortar Poison
Arrows Poison Mortar Witch
Witch
Arrows Mortar Poison Witch Royal Ghost
Arrows Mortar Poison Witch
Poison Arrows Mortar
Poison Arrows Witch
Poison Witch
Poison Arrows Mortar
Arrows Poison
Arrows Poison
Skeleton Army Witch
Poison Arrows Witch
Arrows
Poison Knight
Arrows Mortar Poison
Arrows Poison
Poison Witch
Poison Witch
Poison Mortar Witch Royal Ghost

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