My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Archers Firecracker 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 Firecracker Royal Giant Witch Mega Knight

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

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 Giant Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Royal Giant 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.

Firecracker Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Mega Knight

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 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.

Royal Giant Goblin Barrel

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.

Goblin Barrel 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 Firecracker Goblin Barrel Witch Royal Giant Mega Knight

Shortest cycle

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

12 Archers Arrows Knight Firecracker

Attack Synergies 6 12

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 Royal Giant Mega Knight
Arrows
Royal Giant Archers Knight Goblin Barrel Mega Knight
Knight
Archers Firecracker Goblin Barrel Arrows Witch
Firecracker
Knight Royal Giant Goblin Barrel Mega Knight
Royal Giant
Arrows Firecracker Goblin Barrel Archers Witch
Goblin Barrel
Knight Royal Giant Arrows Firecracker Mega Knight
Witch
Knight Royal Giant Mega Knight
Mega Knight
Archers Arrows Firecracker Goblin Barrel Witch

Defense Synergies 3 7

Archers
Knight Firecracker Witch Mega Knight
Arrows
Mega Knight Knight
Knight
Archers Firecracker Arrows Witch
Firecracker
Knight Archers Mega Knight
Royal Giant
Goblin Barrel
Witch
Archers Knight Mega Knight
Mega Knight
Arrows Archers Firecracker Witch

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 Firecracker
Knight Firecracker Witch Mega Knight
Witch Mega Knight Archers Knight
Witch Knight Firecracker Mega Knight
Arrows Firecracker Mega Knight
Arrows Archers Firecracker Mega Knight
Archers Arrows Firecracker Witch
Arrows Mega Knight
Witch
Knight Archers Firecracker Mega Knight
Archers Witch Arrows Knight Firecracker Mega Knight
Arrows Archers Firecracker Witch
Mega Knight Knight Witch
Mega Knight Arrows Firecracker Witch
Knight Mega Knight
Mega Knight
Mega Knight Arrows Knight Firecracker Witch
Arrows Mega Knight Archers Knight Firecracker Witch
Arrows Witch Archers Knight Firecracker Mega Knight
Mega Knight Archers Arrows Knight Firecracker Witch

Counters to secondary win conditions

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

Knight Mega Knight Archers Witch
Archers Arrows Knight Firecracker Mega Knight
Mega Knight Knight Witch
Mega Knight Knight
Knight Witch Mega Knight
Arrows Firecracker Archers Witch
Archers Knight Witch
Mega Knight Knight
Mega Knight Knight Firecracker Witch
Witch
Mega Knight Knight Witch
Mega Knight Arrows
Mega Knight Knight Witch
Archers Firecracker Witch Mega Knight
Witch Archers Knight Firecracker
Arrows Mega Knight Archers Firecracker Witch
Arrows

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 Knight Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Witch
Archers Arrows Firecracker Witch
Arrows Firecracker
Arrows Firecracker
Firecracker Arrows Knight
Archers Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Witch
Arrows Firecracker Mega Knight
Arrows
Archers Arrows Firecracker Mega Knight
Arrows Firecracker Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Firecracker Witch Mega Knight
Witch
Arrows Firecracker Witch
Arrows Witch Mega Knight
Arrows Firecracker
Archers Arrows Firecracker Witch
Firecracker Witch
Arrows Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker
Archers Witch
Archers Arrows Firecracker Witch
Arrows
Knight Firecracker Mega Knight
Arrows Firecracker
Arrows
Firecracker Mega Knight
Firecracker Witch
Firecracker Witch
Firecracker Witch Mega Knight
Firecracker Mega Knight

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