My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Wizard Witch Ram Rider

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 Wizard Witch Ram Rider Mega Knight Goblinstein

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Missing

Punishments

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

Ram Rider Mega Knight

Pump responses

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

Missing

Dropped at the bridge

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

Knight Ram Rider 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.

Ram Rider

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 Guards Ram Rider
Giant Snowball
Archers Guards Witch Ram Rider
Zap
Archers Guards Witch Ram Rider
Barbarian Barrel
Archers Knight Wizard Guards Witch
The Log
Archers Guards Witch Ram Rider
Earthquake
Archers Guards Witch
Arrows
Archers Guards Witch
Royal Delivery
Archers Knight Wizard Guards Witch Ram Rider
Fireball
Archers Wizard Witch Ram Rider
Poison
Archers Wizard Guards Witch
Lightning
Knight Wizard Witch Ram Rider Goblinstein
Rocket
Wizard Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Knight Guards Mega Knight

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.

Wizard 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 Knight Guards Wizard Witch Ram Rider Goblinstein Mega Knight

Shortest cycle

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

14 Archers Knight Guards Wizard

Attack Synergies 1 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 Ram Rider Mega Knight
Knight
Archers Wizard Witch Ram Rider
Wizard
Knight Ram Rider Mega Knight
Guards
Ram Rider
Witch
Knight Ram Rider Mega Knight
Ram Rider
Archers Knight Wizard Guards Witch Mega Knight
Mega Knight
Archers Wizard Witch Ram Rider
Goblinstein

Defense Synergies 1 9

Archers
Knight Guards Witch Mega Knight
Knight
Archers Wizard Witch
Wizard
Knight Guards Mega Knight
Guards
Archers Wizard Witch
Witch
Archers Knight Guards Mega Knight
Ram Rider
Mega Knight
Archers Wizard Witch
Goblinstein

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 Wizard Ram Rider
Knight Witch Ram Rider Mega Knight
Witch Ram Rider Mega Knight Archers Knight
Witch Knight Guards Ram Rider Mega Knight
Mega Knight
Archers Guards Mega Knight
Ram Rider Archers Wizard Witch
Ram Rider Mega Knight
Witch
Knight Guards Archers Mega Knight
Archers Guards Witch Knight Wizard Ram Rider Mega Knight
Archers Wizard Witch Ram Rider
Mega Knight Knight Wizard Guards Witch Ram Rider
Wizard Mega Knight Guards Witch
Knight Ram Rider Mega Knight
Ram Rider Mega Knight
Wizard Mega Knight Knight Witch
Mega Knight Archers Knight Wizard Guards Witch Ram Rider
Wizard Witch Archers Knight Guards Ram Rider Mega Knight
Ram Rider
Wizard Mega Knight Archers Knight Guards Witch

Counters to secondary win conditions

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

Knight Guards Mega Knight Archers Witch
Archers Knight Wizard Mega Knight
Guards Mega Knight Knight Witch Ram Rider
Guards Mega Knight Knight Ram Rider
Knight Guards Witch Ram Rider Mega Knight
Wizard Archers Witch Ram Rider
Guards Archers Knight Witch Ram Rider
Mega Knight Knight
Mega Knight Knight Witch
Witch Guards
Mega Knight Knight Guards Witch
Mega Knight Guards
Mega Knight Knight Wizard Guards Witch Ram Rider
Wizard Archers Witch Mega Knight
Guards Witch Archers Knight
Mega Knight Archers Wizard Witch

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.)

Knight Guards
Ram Rider
Knight Guards
Wizard Mega Knight
Wizard Witch Ram Rider
Archers Wizard Witch
Wizard Ram Rider
Wizard Ram Rider
Guards
Knight Wizard Ram Rider
Archers Wizard
Knight
Wizard Witch
Wizard Mega Knight
Archers Wizard Mega Knight
Wizard Witch Mega Knight
Mega Knight
Wizard
Wizard Witch Mega Knight
Witch
Wizard Witch Ram Rider
Wizard Witch Ram Rider Mega Knight
Archers Wizard Witch
Wizard Guards Witch
Wizard Mega Knight
Mega Knight
Wizard
Archers Guards Witch
Archers Wizard Witch Ram Rider
Knight Wizard Mega Knight
Wizard
Mega Knight
Guards Witch
Witch
Witch Mega Knight
Wizard Mega Knight

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