My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Royal Recruits Witch Golem Mega Knight Goblinstein

Offensive cards

Win conditions

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

Golem

Damage spells

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

Rocket

Punishments

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

Royal Recruits Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Barbarians Royal Recruits Golem 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.

Golem

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 Recruits
Giant Snowball
Barbarians Royal Recruits Witch
Zap
Witch
Barbarian Barrel
Barbarians Royal Recruits Witch
The Log
Barbarians Royal Recruits Witch
Earthquake
Barbarians Witch
Arrows
Royal Recruits Witch
Royal Delivery
Barbarians Royal Recruits Witch
Fireball
Barbarians Witch
Poison
Barbarians Royal Recruits Witch
Lightning
Witch Goblinstein
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Rocket 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.

Royal Recruits Rocket Golem 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.

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 Barbarians Witch Goblinstein Rocket Royal Recruits Mega Knight Golem

Shortest cycle

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

15 Mirror Barbarians Witch Goblinstein

Attack Synergies 0 4

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.

Barbarians
Royal Recruits
Rocket
Mirror Golem
Mirror
Rocket
Witch
Golem Mega Knight
Golem
Rocket Witch
Mega Knight
Witch
Goblinstein

Defense Synergies 0 2

Barbarians
Royal Recruits
Rocket
Mirror
Mega Knight
Witch
Mega Knight
Golem
Mega Knight
Mirror Witch
Goblinstein

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.

Rocket Royal Recruits
Barbarians Royal Recruits Witch Mega Knight
Barbarians Rocket Witch Mega Knight Royal Recruits
Barbarians Royal Recruits Witch Mega Knight
Barbarians Royal Recruits Rocket Mega Knight
Mega Knight
Rocket Witch
Rocket Barbarians Royal Recruits Mega Knight
Barbarians Witch Royal Recruits
Barbarians Royal Recruits Mega Knight
Barbarians Witch Royal Recruits Mega Knight
Witch
Barbarians Royal Recruits Mega Knight Rocket Witch
Rocket Mega Knight Barbarians Royal Recruits Witch
Barbarians Royal Recruits Mega Knight
Barbarians Rocket Royal Recruits Mega Knight
Barbarians Mega Knight Royal Recruits Witch
Mega Knight Barbarians Royal Recruits Witch
Witch Barbarians Royal Recruits Mega Knight
Barbarians Royal Recruits
Royal Recruits Mega Knight Barbarians Witch

Counters to secondary win conditions

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

Barbarians Royal Recruits Mega Knight Witch
Rocket Mega Knight
Barbarians Royal Recruits Mega Knight Rocket Witch
Royal Recruits Rocket Mega Knight Barbarians
Barbarians Royal Recruits Witch Mega Knight
Rocket Witch
Royal Recruits Rocket Barbarians Witch
Mega Knight Barbarians Royal Recruits
Royal Recruits Rocket Mega Knight Barbarians Witch
Royal Recruits Witch Barbarians
Mega Knight Barbarians Royal Recruits Witch
Royal Recruits Rocket Mega Knight Barbarians
Barbarians Royal Recruits Rocket Mega Knight Witch
Royal Recruits Barbarians Witch Mega Knight
Barbarians Royal Recruits Witch Rocket
Mega Knight Barbarians Royal Recruits Witch

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.)

Royal Recruits Rocket
Rocket
Barbarians Royal Recruits Rocket
Rocket Mega Knight
Rocket Witch
Witch
Rocket
Rocket Royal Recruits
Rocket
Rocket
Rocket
Rocket Witch
Royal Recruits Rocket Mega Knight
Rocket
Rocket
Rocket Mega Knight
Rocket Witch Mega Knight
Rocket Mega Knight
Rocket
Rocket
Rocket Barbarians Royal Recruits
Witch Mega Knight
Witch
Witch
Witch Mega Knight
Rocket
Witch
Rocket Witch
Rocket Mega Knight
Rocket
Mega Knight
Rocket
Barbarians Royal Recruits Rocket Witch
Rocket Witch
Rocket Mega Knight
Rocket
Royal Recruits Mega Knight
Royal Recruits Rocket Witch
Rocket Witch
Royal Recruits Rocket Witch Mega Knight
Rocket Mega Knight

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