My Best Clash Royale Deck

Deck Check Rating

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

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.

Baby Dragon Witch Magic Archer

Defensive buildings

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

Bomb Tower

Investments

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

Royal Giant Baby Dragon Witch Magic Archer Mega Knight

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant 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.

Royal Giant Baby Dragon Magic Archer 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.

Magic Archer

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
Royal Giant
Giant Snowball
Baby Dragon Witch
Zap
Royal Giant Witch
Barbarian Barrel
Bomb Tower Witch Magic Archer
The Log
Royal Giant Witch
Earthquake
Bomb Tower Witch
Arrows
Witch
Royal Delivery
Baby Dragon Witch Magic Archer
Fireball
Bomb Tower Baby Dragon Witch Magic Archer
Poison
Bomb Tower Witch Magic Archer
Lightning
Bomb Tower Baby Dragon Witch Magic Archer
Rocket
Bomb Tower Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Baby Dragon Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Bomb Tower Baby Dragon Magic Archer 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 Baby Dragon 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.

Royal Giant Fireball

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Fireball Bomb Tower Baby Dragon Magic Archer Witch Royal Giant Mega Knight

Shortest cycle

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

15 Arrows Fireball Bomb Tower Baby Dragon

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
Royal Giant Fireball Mega Knight
Royal Giant
Arrows Fireball Baby Dragon Witch Magic Archer
Fireball
Arrows Royal Giant Baby Dragon Magic Archer Mega Knight
Bomb Tower
Baby Dragon
Royal Giant Fireball Witch Mega Knight
Witch
Royal Giant Baby Dragon Mega Knight
Magic Archer
Royal Giant Fireball Mega Knight
Mega Knight
Arrows Fireball Baby Dragon Witch Magic Archer

Defense Synergies 1 10

Arrows
Mega Knight Fireball Bomb Tower
Royal Giant
Fireball
Arrows Bomb Tower Mega Knight
Bomb Tower
Arrows Fireball Baby Dragon Magic Archer
Baby Dragon
Bomb Tower Witch Mega Knight
Witch
Baby Dragon Mega Knight
Magic Archer
Bomb Tower Mega Knight
Mega Knight
Arrows Fireball Baby Dragon Witch Magic Archer

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 Baby Dragon Magic Archer
Bomb Tower Witch Mega Knight
Bomb Tower Witch Mega Knight
Bomb Tower Witch Mega Knight
Arrows Fireball Bomb Tower Mega Knight
Arrows Fireball Bomb Tower Baby Dragon Magic Archer Mega Knight
Arrows Fireball Bomb Tower Baby Dragon Witch Magic Archer
Arrows Fireball Bomb Tower Baby Dragon Magic Archer Mega Knight
Witch Bomb Tower
Mega Knight
Witch Arrows Fireball Bomb Tower Baby Dragon Magic Archer Mega Knight
Arrows Fireball Baby Dragon Witch Magic Archer
Bomb Tower Mega Knight Fireball Witch
Fireball Bomb Tower Mega Knight Arrows Baby Dragon Witch Magic Archer
Bomb Tower Mega Knight
Bomb Tower Fireball Mega Knight
Bomb Tower Mega Knight Arrows Fireball Witch
Arrows Fireball Bomb Tower Mega Knight Baby Dragon Witch Magic Archer
Arrows Bomb Tower Baby Dragon Witch Fireball Magic Archer Mega Knight
Bomb Tower
Mega Knight Arrows Fireball Bomb Tower Baby Dragon Witch
Bomb Tower

Counters to secondary win conditions

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

Mega Knight Fireball Witch
Fireball Arrows Bomb Tower Baby Dragon Magic Archer Mega Knight
Mega Knight Bomb Tower Witch
Mega Knight Fireball
Witch Mega Knight
Arrows Fireball Bomb Tower Baby Dragon Witch Magic Archer
Fireball Bomb Tower Witch
Mega Knight Bomb Tower
Mega Knight Fireball Bomb Tower Baby Dragon Witch Magic Archer
Witch
Mega Knight Bomb Tower Witch
Mega Knight Arrows Fireball
Mega Knight Fireball Bomb Tower Witch
Fireball Bomb Tower Baby Dragon Witch Magic Archer Mega Knight
Witch Fireball Bomb Tower Baby Dragon Magic Archer
Arrows Mega Knight Fireball Bomb Tower Baby Dragon Witch Magic Archer
Arrows Fireball Bomb Tower

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 Magic Archer Arrows Baby Dragon
Arrows Fireball Baby Dragon Magic Archer
Arrows Fireball Baby Dragon Magic Archer
Arrows Fireball
Fireball Arrows Baby Dragon Magic Archer Mega Knight
Arrows Fireball Baby Dragon Witch Magic Archer
Arrows Baby Dragon Witch Magic Archer
Arrows Fireball Baby Dragon Magic Archer
Arrows Fireball
Fireball
Arrows Fireball Magic Archer
Fireball Arrows Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Arrows Fireball Baby Dragon Magic Archer
Arrows Fireball Baby Dragon Magic Archer
Arrows Fireball Baby Dragon Witch Magic Archer
Magic Archer Arrows Fireball Baby Dragon Mega Knight
Arrows Fireball
Arrows Fireball Baby Dragon Magic Archer Mega Knight
Arrows Fireball Baby Dragon Witch Magic Archer Mega Knight
Fireball Baby Dragon Magic Archer Mega Knight
Arrows Fireball
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon Witch Magic Archer Mega Knight
Witch
Arrows Fireball Baby Dragon Witch Magic Archer
Fireball Arrows Baby Dragon Witch Magic Archer Mega Knight
Fireball Arrows Baby Dragon Magic Archer
Arrows Fireball Baby Dragon Witch Magic Archer
Fireball Witch
Fireball
Arrows Fireball Magic Archer Mega Knight
Arrows Fireball Magic Archer
Mega Knight
Arrows Fireball Magic Archer
Fireball Witch Magic Archer
Fireball Arrows Baby Dragon Witch Magic Archer
Arrows Fireball
Fireball Baby Dragon Magic Archer Mega Knight
Arrows Fireball Baby Dragon Magic Archer
Arrows Fireball
Mega Knight
Fireball Baby Dragon Witch Magic Archer
Fireball Witch Magic Archer
Fireball Baby Dragon Witch Magic Archer Mega Knight
Fireball Mega Knight

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