My Best Clash Royale Deck

Deck Check Rating

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

1 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

Musketeer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Musketeer Battle Ram Royal Ghost Mega Knight

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram Royal Ghost 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.

Knight Battle Ram Royal Ghost 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.

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
Battle Ram
Giant Snowball
Cannon Musketeer Battle Ram
Zap
Cannon Battle Ram
Barbarian Barrel
Knight Cannon Musketeer Battle Ram Royal Ghost
The Log
Cannon Musketeer Battle Ram
Earthquake
Cannon
Arrows
Royal Delivery
Knight Musketeer Battle Ram Royal Ghost
Fireball
Cannon Musketeer Battle Ram
Poison
Cannon Musketeer
Lightning
Knight Cannon Musketeer Battle Ram
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight Battle Ram Royal Ghost Mega Knight

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.

Musketeer

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Knight Cannon Royal Ghost Musketeer Battle Ram Mega Knight

Shortest cycle

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

9 Mirror Arrows Knight Cannon

Attack Synergies 3 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.

Arrows
Mirror Knight Battle Ram Mega Knight
Knight
Musketeer Battle Ram Arrows
Cannon
Musketeer
Knight Battle Ram Mirror Royal Ghost Mega Knight
Battle Ram
Knight Arrows Musketeer Mirror Royal Ghost
Mirror
Arrows Musketeer Battle Ram Royal Ghost
Royal Ghost
Musketeer Battle Ram Mirror Mega Knight
Mega Knight
Arrows Musketeer Royal Ghost

Defense Synergies 6 8

Arrows
Mirror Mega Knight Knight Cannon
Knight
Cannon Musketeer Arrows
Cannon
Knight Musketeer Mirror Arrows Royal Ghost
Musketeer
Knight Cannon Mirror Royal Ghost Mega Knight
Battle Ram
Mirror
Arrows Cannon Musketeer Mega Knight
Royal Ghost
Cannon Musketeer Mega Knight
Mega Knight
Arrows Musketeer Mirror Royal Ghost

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 Cannon Musketeer
Knight Cannon Musketeer Mega Knight
Cannon Mega Knight Knight Musketeer
Cannon Knight Musketeer Mega Knight
Arrows Mega Knight
Arrows Cannon Musketeer Royal Ghost Mega Knight
Musketeer Arrows Cannon
Arrows Cannon Musketeer Mega Knight
Cannon Musketeer
Knight Cannon Musketeer Royal Ghost Mega Knight
Arrows Knight Cannon Musketeer Royal Ghost Mega Knight
Arrows Musketeer
Cannon Mega Knight Knight Musketeer
Mega Knight Arrows Cannon Royal Ghost
Knight Cannon Mega Knight
Cannon Mega Knight
Mega Knight Arrows Knight Cannon Musketeer
Arrows Cannon Mega Knight Knight Musketeer Royal Ghost
Arrows Knight Cannon Musketeer Royal Ghost Mega Knight
Cannon Musketeer
Royal Ghost Mega Knight Arrows Knight Cannon Musketeer
Cannon

Counters to secondary win conditions

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

Knight Mega Knight Royal Ghost
Arrows Knight Musketeer Royal Ghost Mega Knight
Mega Knight Knight Musketeer
Mega Knight Knight Musketeer
Knight Cannon Musketeer Mega Knight
Arrows Musketeer
Knight Musketeer
Mega Knight Knight
Mega Knight Knight
Cannon Musketeer
Mega Knight Knight Musketeer
Mega Knight Arrows
Mega Knight Knight Cannon
Cannon Musketeer Mega Knight
Knight Musketeer
Arrows Mega Knight Cannon Musketeer Royal Ghost
Arrows Cannon

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 Musketeer Royal Ghost
Arrows Musketeer Royal Ghost
Arrows
Arrows Knight Musketeer
Arrows Mega Knight
Arrows Musketeer
Arrows Musketeer
Arrows
Arrows
Musketeer
Arrows Knight Musketeer
Arrows Musketeer
Knight Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Mega Knight
Arrows
Arrows Musketeer Mega Knight
Arrows Mega Knight
Musketeer Mega Knight
Arrows
Musketeer
Arrows Musketeer
Arrows Mega Knight
Arrows Musketeer Royal Ghost
Arrows Musketeer Mega Knight
Arrows Musketeer
Arrows Musketeer
Musketeer
Arrows Musketeer Mega Knight
Arrows
Mega Knight
Arrows
Musketeer
Arrows Musketeer
Arrows
Knight Musketeer Mega Knight
Arrows Musketeer
Arrows
Musketeer Mega Knight
Musketeer
Musketeer
Musketeer Royal Ghost Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: