My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Flying Machine 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 Royal Recruits Flying Machine Witch Bowler Giant Skeleton Ram Rider

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.

Royal Recruits Ram Rider

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.

Royal Recruits Flying Machine Giant Skeleton Ram Rider

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.

Giant Skeleton 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 Royal Recruits Guards Giant Skeleton Ram Rider
Giant Snowball
Archers Royal Recruits Flying Machine Guards Witch Ram Rider
Zap
Archers Flying Machine Guards Witch Ram Rider
Barbarian Barrel
Archers Royal Recruits Guards Witch Giant Skeleton
The Log
Archers Royal Recruits Guards Witch Giant Skeleton Ram Rider
Earthquake
Archers Guards Witch
Arrows
Archers Royal Recruits Flying Machine Guards Witch
Royal Delivery
Archers Royal Recruits Flying Machine Guards Witch Bowler Giant Skeleton Ram Rider
Fireball
Archers Flying Machine Witch Bowler Ram Rider
Poison
Archers Royal Recruits Flying Machine Guards Witch
Lightning
Witch Bowler Ram Rider
Rocket
Witch Bowler Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bowler

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.

Royal Recruits Guards Bowler Giant Skeleton

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Guards Flying Machine Witch Bowler Ram Rider Giant Skeleton Royal Recruits

Shortest cycle

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

15 Archers Guards Flying Machine Witch

Attack Synergies 0 14

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
Royal Recruits Bowler Giant Skeleton Ram Rider
Royal Recruits
Archers Flying Machine Ram Rider
Flying Machine
Royal Recruits Bowler Giant Skeleton Ram Rider
Guards
Ram Rider
Witch
Bowler Giant Skeleton Ram Rider
Bowler
Archers Flying Machine Witch Ram Rider
Giant Skeleton
Archers Flying Machine Witch
Ram Rider
Archers Royal Recruits Flying Machine Guards Witch Bowler

Defense Synergies 0 12

Archers
Royal Recruits Guards Witch Bowler Giant Skeleton
Royal Recruits
Archers
Flying Machine
Guards Bowler Giant Skeleton
Guards
Archers Flying Machine Witch Giant Skeleton
Witch
Archers Guards Bowler Giant Skeleton
Bowler
Archers Flying Machine Witch
Giant Skeleton
Archers Flying Machine Guards Witch
Ram Rider

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.

Bowler Royal Recruits Flying Machine Ram Rider
Royal Recruits Flying Machine Witch Ram Rider
Witch Bowler Ram Rider Archers Royal Recruits Giant Skeleton
Royal Recruits Witch Guards Bowler Ram Rider
Royal Recruits Bowler Giant Skeleton
Bowler Archers Flying Machine Guards
Ram Rider Archers Flying Machine Witch
Bowler Royal Recruits Flying Machine Giant Skeleton Ram Rider
Witch Royal Recruits
Guards Archers Royal Recruits Bowler Giant Skeleton
Archers Guards Witch Royal Recruits Flying Machine Bowler Giant Skeleton Ram Rider
Archers Flying Machine Witch Ram Rider
Royal Recruits Bowler Flying Machine Guards Witch Giant Skeleton Ram Rider
Bowler Royal Recruits Guards Witch
Royal Recruits Ram Rider
Royal Recruits Bowler Ram Rider
Royal Recruits Witch Bowler
Archers Royal Recruits Flying Machine Guards Witch Bowler Ram Rider
Witch Archers Royal Recruits Flying Machine Guards Bowler Giant Skeleton Ram Rider
Royal Recruits Ram Rider
Royal Recruits Bowler Archers Flying Machine Guards Witch Giant Skeleton

Counters to secondary win conditions

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

Royal Recruits Guards Archers Witch Bowler Giant Skeleton
Archers Flying Machine Bowler
Royal Recruits Guards Giant Skeleton Witch Bowler Ram Rider
Royal Recruits Guards Bowler Giant Skeleton Ram Rider
Royal Recruits Giant Skeleton Guards Witch Bowler Ram Rider
Archers Flying Machine Witch Ram Rider
Royal Recruits Guards Archers Flying Machine Witch Bowler Giant Skeleton Ram Rider
Giant Skeleton Royal Recruits
Royal Recruits Giant Skeleton Flying Machine Witch
Royal Recruits Witch Guards
Royal Recruits Flying Machine Guards Witch Bowler Giant Skeleton
Royal Recruits Guards Bowler Giant Skeleton
Royal Recruits Bowler Giant Skeleton Guards Witch Ram Rider
Royal Recruits Archers Flying Machine Witch Bowler
Royal Recruits Guards Witch Archers Flying Machine Bowler Giant Skeleton
Bowler Archers Royal Recruits Flying Machine Witch Giant Skeleton

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.)

Royal Recruits Flying Machine Guards Giant Skeleton
Flying Machine Bowler Ram Rider
Flying Machine Giant Skeleton
Royal Recruits Flying Machine Guards Giant Skeleton
Bowler
Flying Machine Witch Ram Rider
Archers Flying Machine Witch Bowler
Flying Machine Bowler Ram Rider
Flying Machine Ram Rider
Guards Bowler
Royal Recruits Flying Machine Bowler Ram Rider
Archers Flying Machine
Flying Machine Bowler
Flying Machine
Flying Machine
Flying Machine Witch Bowler
Royal Recruits Flying Machine Bowler
Archers Flying Machine Bowler
Flying Machine Witch Bowler
Bowler Giant Skeleton
Bowler
Royal Recruits Flying Machine
Witch Bowler
Witch
Flying Machine Witch Bowler Ram Rider
Flying Machine Witch Bowler Ram Rider
Archers Flying Machine Witch
Flying Machine Guards Witch
Bowler
Giant Skeleton
Bowler
Archers Royal Recruits Flying Machine Guards Witch
Archers Flying Machine Witch Ram Rider
Flying Machine Bowler
Flying Machine Bowler
Giant Skeleton
Royal Recruits Flying Machine
Royal Recruits Flying Machine Guards Witch Bowler Giant Skeleton
Flying Machine Witch
Royal Recruits Flying Machine Witch Bowler Giant Skeleton

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