My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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 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.

Firecracker 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 Firecracker Suspicious Bush Mother Witch

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

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

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.

Firecracker Goblin Barrel

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
Goblin Barrel Guards Skeleton Army
Giant Snowball
Goblin Barrel Guards Skeleton Army
Zap
Firecracker Goblin Barrel Guards Skeleton Army
Barbarian Barrel
Knight Firecracker Goblin Barrel Guards Skeleton Army
The Log
Firecracker Suspicious Bush Goblin Barrel Guards Skeleton Army
Earthquake
Firecracker Goblin Barrel Guards Skeleton Army
Arrows
Firecracker Suspicious Bush Goblin Barrel Guards Skeleton Army
Royal Delivery
Knight Firecracker Goblin Barrel Guards Skeleton Army Mother Witch
Fireball
Firecracker Suspicious Bush Goblin Barrel Skeleton Army Mother Witch
Poison
Firecracker Suspicious Bush Guards Skeleton Army Mother Witch
Lightning
Knight Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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 Knight Suspicious Bush Guards Skeleton Army Mother Witch

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.

Goblin Barrel 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.

Goblin Barrel

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Suspicious Bush Arrows Knight Firecracker Goblin Barrel Guards Skeleton Army Mother Witch

Shortest cycle

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

11 Suspicious Bush Arrows Knight Firecracker

Attack Synergies 2 7

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
Knight Goblin Barrel Mother Witch
Knight
Firecracker Goblin Barrel Arrows Mother Witch
Firecracker
Knight Goblin Barrel
Suspicious Bush
Goblin Barrel
Knight Arrows Firecracker Guards Skeleton Army
Guards
Goblin Barrel
Skeleton Army
Goblin Barrel
Mother Witch
Arrows Knight

Defense Synergies 1 8

Arrows
Knight Mother Witch
Knight
Firecracker Arrows Skeleton Army Mother Witch
Firecracker
Knight Guards Skeleton Army
Suspicious Bush
Goblin Barrel
Guards
Firecracker Skeleton Army Mother Witch
Skeleton Army
Knight Firecracker Guards
Mother Witch
Arrows Knight Guards

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 Firecracker
Skeleton Army Knight Firecracker
Skeleton Army Knight
Skeleton Army Knight Firecracker Guards
Arrows Firecracker Skeleton Army
Arrows Skeleton Army Firecracker Guards Mother Witch
Arrows Firecracker
Arrows
Skeleton Army
Knight Guards Skeleton Army Firecracker
Guards Skeleton Army Mother Witch Arrows Knight Firecracker
Arrows Firecracker
Skeleton Army Knight Guards
Skeleton Army Arrows Firecracker Guards
Skeleton Army Knight
Skeleton Army
Arrows Knight Firecracker Skeleton Army
Arrows Knight Firecracker Guards Skeleton Army
Arrows Knight Firecracker Guards Mother Witch
Skeleton Army Arrows Knight Firecracker Guards Mother Witch

Counters to secondary win conditions

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

Knight Guards Skeleton Army
Arrows Knight Firecracker
Guards Skeleton Army Knight
Guards Skeleton Army Knight
Knight Guards Skeleton Army
Arrows Firecracker Mother Witch
Guards Skeleton Army Knight
Knight Skeleton Army
Knight Firecracker Skeleton Army
Guards Skeleton Army
Knight Guards
Skeleton Army Arrows Guards
Skeleton Army Knight Guards
Firecracker Skeleton Army
Guards Skeleton Army Knight Firecracker
Arrows Firecracker Mother Witch
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 Firecracker Guards
Arrows Firecracker
Arrows
Arrows Knight Firecracker Guards
Arrows Firecracker
Arrows Firecracker Mother Witch
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Guards
Firecracker Arrows Knight
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker Mother Witch
Arrows
Arrows
Arrows Firecracker Mother Witch
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker Mother Witch
Firecracker Guards
Arrows
Arrows Firecracker
Arrows Firecracker
Guards Skeleton Army
Arrows Firecracker
Arrows
Knight Firecracker
Arrows Firecracker
Arrows
Firecracker
Firecracker Guards
Firecracker
Firecracker
Firecracker

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