My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Good
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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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 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 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!
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 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.

Knight Witch Royal Ghost Mother Witch Mighty Miner

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows

Punishments

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

Royal Ghost

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 Barbarians Royal Ghost Mighty Miner

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.

Royal Ghost Mighty Miner

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
Mighty Miner
Giant Snowball
Barbarians Witch Mighty Miner
Zap
Witch Mighty Miner
Barbarian Barrel
Knight Barbarians Witch Royal Ghost
The Log
Barbarians Witch
Earthquake
Barbarians Witch
Arrows
Witch
Royal Delivery
Knight Barbarians Witch Royal Ghost Mother Witch
Fireball
Barbarians Witch Mother Witch Mighty Miner
Poison
Barbarians Witch Mother Witch
Lightning
Knight Witch Mother Witch Mighty Miner
Rocket
Barbarians Witch Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight Royal Ghost Mother Witch Mighty Miner

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.

Barbarians 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.

Mirror Arrows Knight Royal Ghost Mother Witch Mighty Miner Barbarians Witch

Shortest cycle

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

9 Mirror Arrows Knight Royal Ghost

Attack Synergies 1 8

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
Mirror Knight Mother Witch Mighty Miner
Knight
Arrows Witch Mother Witch
Barbarians
Mirror
Arrows Royal Ghost
Witch
Knight Royal Ghost
Royal Ghost
Mirror Witch Mother Witch
Mother Witch
Arrows Knight Royal Ghost
Mighty Miner
Arrows

Defense Synergies 1 7

Arrows
Mirror Knight Barbarians Mother Witch
Knight
Arrows Witch Mother Witch
Barbarians
Arrows
Mirror
Arrows
Witch
Knight Royal Ghost
Royal Ghost
Witch Mother Witch
Mother Witch
Arrows Knight Royal Ghost
Mighty Miner

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
Barbarians Knight Witch
Barbarians Witch Knight
Barbarians Witch Knight
Arrows Barbarians
Arrows Royal Ghost Mother Witch
Arrows Witch
Arrows Barbarians
Barbarians Witch Mighty Miner
Knight Barbarians Royal Ghost
Barbarians Witch Mother Witch Arrows Knight Royal Ghost
Arrows Witch
Barbarians Knight Witch
Arrows Barbarians Witch Royal Ghost
Barbarians Knight
Barbarians
Barbarians Arrows Knight Witch
Arrows Knight Barbarians Witch Royal Ghost
Arrows Witch Knight Barbarians Royal Ghost Mother Witch
Barbarians
Royal Ghost Arrows Knight Barbarians Witch Mother Witch

Counters to secondary win conditions

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

Knight Barbarians Witch Royal Ghost
Arrows Knight Royal Ghost
Barbarians Knight Witch
Knight Barbarians
Barbarians Knight Witch Mighty Miner
Arrows Mother Witch Witch
Knight Barbarians Witch
Mighty Miner Knight Barbarians
Knight Barbarians Witch
Witch Barbarians
Knight Barbarians Witch
Arrows Barbarians
Barbarians Knight Witch
Barbarians Witch
Barbarians Witch Knight Mighty Miner
Arrows Barbarians Witch Royal Ghost Mother Witch Mighty Miner
Arrows

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.)

Arrows Knight Royal Ghost
Arrows Royal Ghost
Arrows
Arrows Knight Barbarians
Arrows
Arrows Mother Witch Witch
Arrows Witch
Arrows
Arrows
Arrows Knight
Arrows
Knight
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Arrows
Arrows Witch Mother Witch
Arrows
Arrows Barbarians
Arrows Mother Witch Witch
Witch
Arrows Witch Royal Ghost
Arrows Witch
Arrows
Arrows Witch Mother Witch
Witch
Arrows
Arrows
Mighty Miner
Arrows
Barbarians Witch
Arrows Witch
Arrows
Knight
Arrows
Arrows
Witch
Witch
Witch Royal Ghost

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