My Best Clash Royale Deck

Deck Check Rating

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

4 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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 Minions 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 Dark Prince Witch Royal Ghost Mother Witch Lava Hound

Offensive cards

Win conditions

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

Lava Hound

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.

Dark Prince Royal Ghost

Pump responses

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

Fireball

Dropped at the bridge

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

Dark Prince Royal Ghost Lava Hound

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.

Dark Prince Royal Ghost

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 Minions Dark Prince Lava Hound
Giant Snowball
Archers Minions Witch Lava Hound
Zap
Archers Minions Dark Prince Witch Lava Hound
Barbarian Barrel
Archers Dark Prince Witch Royal Ghost
The Log
Archers Dark Prince Witch
Earthquake
Archers Witch
Arrows
Archers Minions Witch Lava Hound
Royal Delivery
Archers Minions Dark Prince Witch Royal Ghost Mother Witch Lava Hound
Fireball
Archers Minions Witch Mother Witch Lava Hound
Poison
Archers Minions Witch Mother Witch Lava Hound
Lightning
Dark Prince Witch Mother 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 Dark Prince Royal Ghost

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.

Dark Prince Royal Ghost 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.

Minions Fireball Witch Lava Hound

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 Minions Royal Ghost Fireball Dark Prince Mother Witch Witch Lava Hound

Shortest cycle

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

13 Archers Minions Royal Ghost Fireball

Attack Synergies 2 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
Dark Prince Royal Ghost Lava Hound
Minions
Lava Hound Dark Prince
Fireball
Lava Hound Dark Prince
Dark Prince
Archers Minions Fireball Witch Royal Ghost Mother Witch
Witch
Dark Prince Royal Ghost Lava Hound
Royal Ghost
Archers Dark Prince Witch Mother Witch
Mother Witch
Dark Prince Royal Ghost
Lava Hound
Minions Fireball Archers Witch

Defense Synergies 0 10

Archers
Minions Dark Prince Witch
Minions
Archers Dark Prince
Fireball
Dark Prince
Dark Prince
Archers Minions Fireball Witch Royal Ghost Mother Witch
Witch
Archers Dark Prince Royal Ghost
Royal Ghost
Dark Prince Witch Mother Witch
Mother Witch
Dark Prince Royal Ghost
Lava Hound

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.

Minions Fireball
Minions Dark Prince Witch
Witch Archers Minions Dark Prince
Witch Minions Dark Prince
Fireball Dark Prince
Fireball Archers Minions Dark Prince Royal Ghost Mother Witch
Minions Archers Fireball Witch
Fireball
Witch Minions
Archers Dark Prince Royal Ghost
Archers Minions Witch Mother Witch Fireball Dark Prince Royal Ghost
Minions Archers Fireball Witch
Minions Fireball Dark Prince Witch
Fireball Minions Dark Prince Witch Royal Ghost
Fireball
Minions Fireball Dark Prince Witch
Fireball Archers Minions Dark Prince Witch Royal Ghost
Witch Archers Minions Fireball Dark Prince Royal Ghost Mother Witch
Dark Prince Royal Ghost Archers Minions Fireball Witch Mother Witch

Counters to secondary win conditions

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

Archers Fireball Dark Prince Witch Royal Ghost
Fireball Archers Royal Ghost
Minions Dark Prince Witch
Dark Prince Fireball
Dark Prince Witch
Fireball Mother Witch Archers Minions Witch
Dark Prince Archers Minions Fireball Witch
Dark Prince
Minions Fireball Dark Prince Witch
Witch
Minions Dark Prince Witch
Fireball Dark Prince
Dark Prince Fireball Witch
Archers Fireball Witch
Witch Archers Minions Fireball Dark Prince
Minions Archers Fireball Dark Prince Witch Royal Ghost Mother Witch
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 Royal Ghost
Fireball Royal Ghost
Fireball
Fireball Dark Prince
Fireball Dark Prince
Fireball Mother Witch Minions Witch
Archers Witch
Fireball
Fireball
Minions Fireball
Fireball Dark Prince
Fireball Archers
Fireball
Minions Fireball
Fireball
Fireball Witch
Fireball
Fireball
Minions
Archers Fireball Dark Prince
Fireball Witch Mother Witch
Minions Fireball
Fireball
Fireball
Mother Witch Fireball Dark Prince Witch
Witch
Fireball Witch Royal Ghost
Fireball Witch
Fireball
Archers Fireball Witch Mother Witch
Minions Fireball Witch
Fireball
Fireball
Fireball
Fireball
Archers Minions Fireball Dark Prince Witch
Fireball Archers Witch
Fireball
Fireball Dark Prince
Fireball
Fireball
Dark Prince
Minions Fireball Witch
Fireball Witch
Fireball Dark Prince Witch Royal Ghost
Fireball

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