My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
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 Mother 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 Giant Witch Mother Witch Golden Knight

Offensive cards

Win conditions

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

Giant

Damage spells

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

Fireball Poison

Punishments

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

Giant Golden Knight

Pump responses

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

Fireball Poison

Dropped at the bridge

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

Giant

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.

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
Archers Giant Guards
Giant Snowball
Archers Guards Witch
Zap
Archers Guards Witch
Barbarian Barrel
Archers Guards Witch
The Log
Archers Guards Witch
Earthquake
Archers Guards Witch
Arrows
Archers Guards Witch
Royal Delivery
Archers Guards Witch Mother Witch
Fireball
Archers Witch Mother Witch
Poison
Archers Guards Witch Mother Witch
Lightning
Witch Mother Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Poison Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Poison

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.

Guards Poison Mother Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Guards Fireball Poison Mother Witch Golden Knight Giant Witch

Shortest cycle

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

14 Archers Guards Fireball Poison

Attack Synergies 1 7

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
Giant
Fireball
Giant Golden Knight
Giant
Poison Archers Fireball Guards Witch Mother Witch
Guards
Giant
Poison
Giant Mother Witch
Witch
Giant
Mother Witch
Giant Poison
Golden Knight
Fireball

Defense Synergies 0 9

Archers
Guards Witch Golden Knight
Fireball
Golden Knight
Giant
Guards
Archers Poison Witch Mother Witch
Poison
Guards Mother Witch
Witch
Archers Guards
Mother Witch
Guards Poison Golden Knight
Golden Knight
Archers Fireball Mother 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.

Fireball Golden Knight
Witch
Witch Archers
Witch Guards
Fireball Poison
Fireball Archers Guards Mother Witch
Archers Fireball Poison Witch
Fireball Poison Golden Knight
Witch
Guards Archers
Archers Guards Poison Witch Mother Witch Fireball
Archers Fireball Poison Witch
Fireball Guards Witch
Fireball Guards Poison Witch Golden Knight
Fireball
Fireball Poison Witch
Fireball Archers Guards Witch Golden Knight
Poison Witch Archers Fireball Guards Mother Witch
Archers Fireball Guards Poison Witch Mother Witch

Counters to secondary win conditions

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

Guards Archers Fireball Witch
Fireball Poison Archers
Guards Witch Golden Knight
Guards Fireball
Guards Witch
Fireball Poison Mother Witch Archers Witch
Guards Archers Fireball Witch
Fireball Poison Witch
Witch Guards
Guards Witch Golden Knight
Fireball Guards Poison
Fireball Guards Witch Golden Knight
Archers Fireball Witch
Guards Witch Archers Fireball Poison Golden Knight
Poison Archers Fireball Witch Mother Witch Golden Knight
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 Poison Guards Golden Knight
Fireball Poison Golden Knight
Fireball Poison
Fireball Guards Poison
Fireball Poison
Fireball Poison Mother Witch Witch
Archers Poison Witch
Fireball Poison
Fireball Poison Golden Knight
Fireball Guards Poison
Poison Fireball Golden Knight
Fireball Poison Archers
Poison Fireball Golden Knight
Fireball Poison
Fireball Poison
Fireball Poison Witch Golden Knight
Fireball Poison
Fireball Poison
Archers Fireball Poison
Fireball Poison Witch Mother Witch Golden Knight
Fireball Poison
Fireball Poison
Fireball Poison
Poison Mother Witch Fireball Witch
Witch
Fireball Poison Witch Golden Knight
Fireball Poison Witch Golden Knight
Fireball Poison Golden Knight
Poison Archers Fireball Witch Mother Witch
Fireball Guards Poison Witch
Fireball
Poison Fireball
Fireball Poison
Fireball Poison
Archers Fireball Guards Witch
Fireball Poison Archers Witch
Fireball
Fireball Poison
Fireball Poison
Fireball Poison
Fireball Guards Poison Witch Golden Knight
Fireball Poison Witch
Poison Fireball Witch Golden Knight
Fireball

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