My Best Clash Royale Deck

Deck Check Rating

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

1 problems 7 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 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 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 Wizard Witch Royal Ghost Bandit Ram Rider Mega Knight

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.

Elite Barbarians Royal Ghost Bandit 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.

Elite Barbarians Royal Ghost Bandit 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.

Elite Barbarians Royal Ghost Bandit 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 Elite Barbarians Bandit Ram Rider
Giant Snowball
Archers Witch Ram Rider
Zap
Archers Witch Bandit Ram Rider
Barbarian Barrel
Archers Elite Barbarians Wizard Witch Royal Ghost Bandit
The Log
Archers Elite Barbarians Witch Bandit Ram Rider
Earthquake
Archers Witch
Arrows
Archers Witch
Royal Delivery
Archers Elite Barbarians Wizard Witch Royal Ghost Bandit Ram Rider
Fireball
Archers Elite Barbarians Wizard Witch Bandit Ram Rider
Poison
Archers Wizard Witch
Lightning
Elite Barbarians Wizard Witch Bandit Ram Rider
Rocket
Elite Barbarians 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 Royal Ghost 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.

Royal Ghost Mega Knight

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.

Elite Barbarians

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 Royal Ghost Bandit Wizard Witch Ram Rider Elite Barbarians Mega Knight

Shortest cycle

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

14 Archers Royal Ghost Bandit Wizard

Attack Synergies 0 23

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
Elite Barbarians Royal Ghost Bandit Ram Rider Mega Knight
Elite Barbarians
Archers Wizard Royal Ghost Bandit Mega Knight
Wizard
Elite Barbarians Royal Ghost Bandit Ram Rider Mega Knight
Witch
Royal Ghost Bandit Ram Rider Mega Knight
Royal Ghost
Archers Elite Barbarians Wizard Witch Bandit Ram Rider Mega Knight
Bandit
Archers Elite Barbarians Wizard Witch Royal Ghost Ram Rider Mega Knight
Ram Rider
Archers Wizard Witch Royal Ghost Bandit Mega Knight
Mega Knight
Archers Elite Barbarians Wizard Witch Royal Ghost Bandit Ram Rider

Defense Synergies 0 14

Archers
Witch Bandit Mega Knight
Elite Barbarians
Wizard Mega Knight
Wizard
Elite Barbarians Royal Ghost Bandit Mega Knight
Witch
Archers Royal Ghost Bandit Mega Knight
Royal Ghost
Wizard Witch Mega Knight
Bandit
Archers Wizard Witch Ram Rider Mega Knight
Ram Rider
Bandit
Mega Knight
Archers Elite Barbarians Wizard Witch Royal Ghost Bandit

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.

Wizard Ram Rider
Elite Barbarians Witch Bandit Ram Rider Mega Knight
Witch Ram Rider Mega Knight Archers Elite Barbarians Bandit
Elite Barbarians Witch Bandit Ram Rider Mega Knight
Elite Barbarians Mega Knight
Archers Royal Ghost Bandit Mega Knight
Ram Rider Archers Wizard Witch
Bandit Ram Rider Mega Knight
Witch Elite Barbarians
Elite Barbarians Archers Royal Ghost Bandit Mega Knight
Archers Witch Wizard Royal Ghost Bandit Ram Rider Mega Knight
Archers Wizard Witch Ram Rider
Mega Knight Elite Barbarians Wizard Witch Bandit Ram Rider
Wizard Mega Knight Witch Royal Ghost
Elite Barbarians Bandit Ram Rider Mega Knight
Elite Barbarians Bandit Ram Rider Mega Knight
Wizard Mega Knight Elite Barbarians Witch
Mega Knight Archers Elite Barbarians Wizard Witch Royal Ghost Bandit Ram Rider
Wizard Witch Archers Royal Ghost Bandit Ram Rider Mega Knight
Elite Barbarians Ram Rider
Wizard Royal Ghost Mega Knight Archers Elite Barbarians Witch Bandit
Elite Barbarians

Counters to secondary win conditions

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

Mega Knight Archers Elite Barbarians Witch Royal Ghost Bandit
Bandit Archers Elite Barbarians Wizard Royal Ghost Mega Knight
Bandit Mega Knight Elite Barbarians Witch Ram Rider
Mega Knight Elite Barbarians Bandit Ram Rider
Elite Barbarians Witch Bandit Ram Rider Mega Knight
Wizard Archers Witch Ram Rider
Archers Elite Barbarians Witch Bandit Ram Rider
Mega Knight Elite Barbarians
Mega Knight Elite Barbarians Witch Bandit
Witch
Mega Knight Elite Barbarians Witch
Mega Knight Elite Barbarians
Elite Barbarians Mega Knight Wizard Witch Bandit Ram Rider
Wizard Archers Witch Mega Knight
Elite Barbarians Witch Archers
Mega Knight Archers Elite Barbarians Wizard Witch Royal Ghost

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 Ghost Bandit
Royal Ghost Bandit Ram Rider
Bandit
Wizard Mega Knight
Wizard Witch Ram Rider
Archers Wizard Witch
Wizard Ram Rider
Wizard Bandit Ram Rider
Elite Barbarians
Wizard Bandit Ram Rider
Archers Wizard
Elite Barbarians Bandit
Bandit
Elite Barbarians
Wizard Witch Bandit
Wizard Bandit Mega Knight
Archers Wizard Bandit Mega Knight
Wizard Witch Mega Knight
Mega Knight
Wizard
Wizard Witch Mega Knight
Witch
Wizard Witch Royal Ghost Bandit Ram Rider
Wizard Witch Bandit Ram Rider Mega Knight
Bandit
Elite Barbarians Archers Wizard Witch
Wizard Witch
Elite Barbarians
Wizard Bandit Mega Knight
Mega Knight
Wizard
Archers Witch Bandit
Archers Wizard Witch Ram Rider
Wizard Mega Knight
Wizard
Elite Barbarians Mega Knight
Elite Barbarians Witch
Witch
Witch Royal Ghost Bandit Mega Knight
Wizard Mega Knight

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