My Best Clash Royale Deck

Deck Check Rating

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

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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

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 Goblin Cage Battle Ram Witch

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

Damage spells

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

Fireball

Punishments

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

Battle Ram Goblin Barrel

Pump responses

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

Fireball 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 Battle Ram

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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

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 Goblin Barrel 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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Knight Goblin Barrel Skeleton Army Fireball Goblin Cage Battle Ram Witch

Shortest cycle

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

12 Archers Knight Goblin Barrel Skeleton Army

Attack Synergies 3 11

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 Goblin Cage Battle Ram
Knight
Archers Battle Ram Goblin Barrel Fireball Witch
Fireball
Knight Battle Ram
Goblin Cage
Archers Battle Ram Goblin Barrel Witch
Battle Ram
Knight Archers Fireball Goblin Cage Goblin Barrel Witch
Goblin Barrel
Knight Goblin Cage Battle Ram Skeleton Army
Skeleton Army
Goblin Barrel
Witch
Knight Goblin Cage Battle Ram

Defense Synergies 1 10

Archers
Knight Goblin Cage Skeleton Army Witch
Knight
Archers Fireball Goblin Cage Skeleton Army Witch
Fireball
Knight Goblin Cage
Goblin Cage
Archers Knight Fireball Skeleton Army Witch
Battle Ram
Goblin Barrel
Skeleton Army
Archers Knight Goblin Cage
Witch
Archers Knight Goblin Cage

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 Goblin Cage
Skeleton Army Knight Goblin Cage Witch
Goblin Cage Skeleton Army Witch Archers Knight
Goblin Cage Skeleton Army Witch Knight
Fireball Goblin Cage Skeleton Army
Fireball Skeleton Army Archers
Archers Fireball Goblin Cage Witch
Fireball Goblin Cage
Witch Goblin Cage Skeleton Army
Knight Skeleton Army Archers
Archers Skeleton Army Witch Knight Fireball
Archers Fireball Witch
Goblin Cage Skeleton Army Knight Fireball Witch
Fireball Skeleton Army Goblin Cage Witch
Skeleton Army Knight Goblin Cage
Skeleton Army Fireball Goblin Cage
Knight Fireball Goblin Cage Skeleton Army Witch
Fireball Goblin Cage Archers Knight Skeleton Army Witch
Goblin Cage Witch Archers Knight Fireball
Goblin Cage
Skeleton Army Archers Knight Fireball Witch

Counters to secondary win conditions

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

Knight Skeleton Army Archers Fireball Goblin Cage Witch
Fireball Archers Knight
Skeleton Army Knight Goblin Cage Witch
Skeleton Army Knight Fireball Goblin Cage
Knight Goblin Cage Skeleton Army Witch
Fireball Archers Witch
Skeleton Army Archers Knight Fireball Goblin Cage Witch
Knight Goblin Cage Skeleton Army
Goblin Cage Knight Fireball Skeleton Army Witch
Witch Goblin Cage Skeleton Army
Knight Goblin Cage Witch
Skeleton Army Fireball Goblin Cage
Skeleton Army Knight Fireball Goblin Cage Witch
Archers Fireball Goblin Cage Skeleton Army Witch
Skeleton Army Witch Archers Knight Fireball Goblin Cage
Archers Fireball Goblin Cage Witch
Fireball Goblin Cage

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 Knight
Fireball
Fireball
Knight Fireball
Fireball
Fireball Witch
Archers Witch
Fireball
Fireball
Fireball
Knight Fireball
Fireball Archers
Knight Fireball
Fireball
Fireball
Fireball Witch
Fireball
Fireball
Archers Fireball
Fireball Witch
Fireball
Fireball
Fireball
Fireball Witch
Witch
Fireball Witch
Fireball Witch
Fireball
Archers Fireball Witch
Fireball Witch
Fireball
Fireball
Fireball
Fireball
Archers Fireball Skeleton Army Witch
Fireball Archers Witch
Fireball
Fireball Knight
Fireball
Fireball
Fireball Witch
Fireball Witch
Fireball Witch
Fireball

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