My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

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.

Witch Giant Skeleton Ram Rider Sparky 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.

Arrows Fireball

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.

Fireball

Dropped at the bridge

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

Giant Skeleton 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.

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
Skeleton Army Giant Skeleton Ram Rider Sparky
Giant Snowball
Skeleton Army Witch Ram Rider
Zap
Skeleton Army Witch Ram Rider Sparky
Barbarian Barrel
Skeleton Army Witch Giant Skeleton Sparky
The Log
Skeleton Army Witch Giant Skeleton Ram Rider Sparky
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Skeleton Army Witch Giant Skeleton Ram Rider Sparky
Fireball
Skeleton Army Witch Ram Rider Sparky
Poison
Skeleton Army Witch Sparky
Lightning
Witch Ram Rider Sparky
Rocket
Witch Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Sparky Mega Knight

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.

Arrows Skeleton Army Giant Skeleton Sparky 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.

Fireball 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 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.

Arrows Skeleton Army Fireball Witch Ram Rider Giant Skeleton Sparky Mega Knight

Shortest cycle

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

15 Arrows Skeleton Army Fireball Witch

Attack Synergies 2 12

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.

Arrows
Fireball Sparky Giant Skeleton Ram Rider Mega Knight
Fireball
Arrows Ram Rider Sparky Mega Knight
Skeleton Army
Sparky
Witch
Giant Skeleton Ram Rider Mega Knight
Giant Skeleton
Arrows Witch Sparky
Ram Rider
Arrows Fireball Witch Mega Knight
Sparky
Arrows Fireball Skeleton Army Giant Skeleton
Mega Knight
Arrows Fireball Witch Ram Rider

Defense Synergies 1 9

Arrows
Mega Knight Fireball Giant Skeleton Sparky
Fireball
Arrows Ram Rider Mega Knight
Skeleton Army
Giant Skeleton Sparky
Witch
Giant Skeleton Mega Knight
Giant Skeleton
Arrows Skeleton Army Witch
Ram Rider
Fireball
Sparky
Arrows Skeleton Army
Mega Knight
Arrows Fireball Witch

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.

Fireball Ram Rider Sparky
Skeleton Army Sparky Witch Ram Rider Mega Knight
Skeleton Army Witch Ram Rider Sparky Mega Knight Giant Skeleton
Skeleton Army Witch Sparky Ram Rider Mega Knight
Arrows Fireball Skeleton Army Giant Skeleton Sparky Mega Knight
Arrows Fireball Skeleton Army Mega Knight
Ram Rider Arrows Fireball Witch
Arrows Fireball Giant Skeleton Ram Rider Sparky Mega Knight
Witch Sparky Skeleton Army
Skeleton Army Giant Skeleton Sparky Mega Knight
Skeleton Army Witch Arrows Fireball Giant Skeleton Ram Rider Mega Knight
Arrows Fireball Witch Ram Rider
Skeleton Army Sparky Mega Knight Fireball Witch Giant Skeleton Ram Rider
Fireball Skeleton Army Sparky Mega Knight Arrows Witch
Skeleton Army Sparky Ram Rider Mega Knight
Skeleton Army Fireball Ram Rider Sparky Mega Knight
Sparky Mega Knight Arrows Fireball Skeleton Army Witch
Arrows Fireball Mega Knight Skeleton Army Witch Ram Rider
Arrows Witch Fireball Giant Skeleton Ram Rider Mega Knight
Sparky Ram Rider
Skeleton Army Mega Knight Arrows Fireball Witch Giant Skeleton Sparky

Counters to secondary win conditions

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

Skeleton Army Mega Knight Fireball Witch Giant Skeleton Sparky
Fireball Arrows Mega Knight
Skeleton Army Giant Skeleton Mega Knight Witch Ram Rider Sparky
Skeleton Army Giant Skeleton Mega Knight Fireball Ram Rider Sparky
Giant Skeleton Skeleton Army Witch Ram Rider Sparky Mega Knight
Arrows Fireball Witch Ram Rider
Skeleton Army Sparky Fireball Witch Giant Skeleton Ram Rider
Giant Skeleton Mega Knight Skeleton Army Sparky
Giant Skeleton Mega Knight Fireball Skeleton Army Witch Sparky
Witch Skeleton Army Sparky
Mega Knight Witch Giant Skeleton Sparky
Skeleton Army Mega Knight Arrows Fireball Giant Skeleton
Skeleton Army Giant Skeleton Mega Knight Fireball Witch Ram Rider Sparky
Fireball Skeleton Army Witch Sparky Mega Knight
Skeleton Army Witch Sparky Fireball Giant Skeleton
Arrows Mega Knight Fireball Witch Giant Skeleton Sparky
Arrows 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 Arrows Giant Skeleton Sparky
Arrows Fireball Ram Rider
Arrows Fireball Giant Skeleton Sparky
Arrows Fireball Giant Skeleton Sparky
Fireball Arrows Sparky Mega Knight
Arrows Fireball Witch Ram Rider
Arrows Witch Sparky
Arrows Fireball Ram Rider
Arrows Fireball Ram Rider
Fireball Sparky
Arrows Fireball Ram Rider Sparky
Fireball Arrows
Fireball Sparky
Arrows Fireball
Arrows Fireball Sparky
Arrows Fireball Witch Sparky
Arrows Fireball Sparky Mega Knight
Arrows Fireball Sparky
Sparky
Arrows Fireball Sparky Mega Knight
Arrows Fireball Witch Mega Knight
Fireball Giant Skeleton Sparky Mega Knight
Arrows Fireball
Sparky
Arrows Fireball
Arrows Fireball Witch Sparky Mega Knight
Witch
Arrows Fireball Witch Ram Rider Sparky
Fireball Arrows Witch Ram Rider Sparky Mega Knight
Fireball Arrows Sparky
Arrows Fireball Witch Sparky
Fireball Witch
Fireball Sparky
Arrows Fireball Sparky Mega Knight
Arrows Fireball Sparky
Giant Skeleton Sparky Mega Knight
Arrows Fireball Sparky
Fireball Skeleton Army Witch
Fireball Arrows Witch Ram Rider
Arrows Fireball
Fireball Sparky Mega Knight
Arrows Fireball
Arrows Fireball Giant Skeleton Sparky
Sparky Mega Knight
Fireball Witch Giant Skeleton Sparky
Fireball Witch
Fireball Witch Giant Skeleton Sparky Mega Knight
Sparky
Fireball Sparky Mega Knight

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