My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Dart Goblin 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.

Bats Archers Royal Giant Witch 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.

Zap Arrows

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.

Missing

Dropped at the bridge

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

Royal Giant Dart Goblin Mega Knight

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
Bats Archers Royal Giant
Giant Snowball
Bats Archers Dart Goblin Witch
Zap
Bats Archers Royal Giant Dart Goblin Witch
Barbarian Barrel
Archers Dart Goblin Witch
The Log
Archers Royal Giant Dart Goblin Witch
Earthquake
Archers Witch
Arrows
Bats Archers Dart Goblin Witch
Royal Delivery
Bats Archers Dart Goblin Witch
Fireball
Archers Dart Goblin Witch
Poison
Bats Archers Dart Goblin Witch
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Bats Arrows 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

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.

Dart Goblin 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Arrows Dart Goblin Witch Royal Giant Mega Knight

Shortest cycle

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

10 Bats Zap Archers Arrows

Attack Synergies 5 13

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.

Bats
Royal Giant Mega Knight Zap
Zap
Arrows Bats Archers Royal Giant Dart Goblin Witch Mega Knight
Archers
Zap Arrows Royal Giant Mega Knight
Arrows
Zap Royal Giant Archers Mega Knight
Royal Giant
Bats Arrows Dart Goblin Zap Archers Witch
Dart Goblin
Royal Giant Zap Mega Knight
Witch
Zap Royal Giant Mega Knight
Mega Knight
Bats Zap Archers Arrows Dart Goblin Witch

Defense Synergies 2 12

Bats
Zap Dart Goblin Mega Knight
Zap
Mega Knight Bats Archers Arrows Dart Goblin Witch
Archers
Zap Dart Goblin Witch Mega Knight
Arrows
Mega Knight Zap
Royal Giant
Dart Goblin
Bats Zap Archers Mega Knight
Witch
Zap Archers Mega Knight
Mega Knight
Zap Arrows Bats Archers Dart Goblin Witch

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.

Zap Dart Goblin
Bats Zap Dart Goblin Witch Mega Knight
Witch Mega Knight Bats Archers Dart Goblin
Witch Bats Dart Goblin Mega Knight
Arrows Mega Knight
Arrows Bats Zap Archers Dart Goblin Mega Knight
Bats Dart Goblin Zap Archers Arrows Witch
Zap Arrows Dart Goblin Mega Knight
Witch
Archers Dart Goblin Mega Knight
Bats Archers Dart Goblin Witch Zap Arrows Mega Knight
Arrows Bats Zap Archers Dart Goblin Witch
Mega Knight Bats Zap Witch
Mega Knight Bats Zap Arrows Dart Goblin Witch
Mega Knight
Zap Mega Knight
Mega Knight Bats Arrows Witch
Arrows Mega Knight Bats Zap Archers Dart Goblin Witch
Zap Arrows Witch Bats Archers Dart Goblin Mega Knight
Dart Goblin
Mega Knight Bats Archers Arrows Dart Goblin Witch

Counters to secondary win conditions

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

Mega Knight Zap Archers Witch
Zap Archers Arrows Mega Knight
Mega Knight Bats Zap Witch
Mega Knight Bats Zap
Witch Mega Knight
Arrows Bats Zap Archers Dart Goblin Witch
Bats Archers Dart Goblin Witch
Mega Knight
Zap Mega Knight Bats Witch
Witch Dart Goblin
Mega Knight Bats Dart Goblin Witch
Mega Knight Zap Arrows
Mega Knight Witch
Archers Dart Goblin Witch Mega Knight
Witch Bats Zap Archers Dart Goblin
Bats Arrows Mega Knight Zap Archers Dart Goblin Witch
Zap 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 Dart Goblin
Arrows Zap Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Zap Arrows Mega Knight
Arrows Bats Zap Dart Goblin Witch
Archers Arrows Dart Goblin Witch
Arrows Zap Dart Goblin
Arrows Zap Dart Goblin
Bats
Zap Arrows Dart Goblin
Zap Archers Arrows Dart Goblin
Dart Goblin
Arrows Dart Goblin
Zap Arrows Dart Goblin
Zap Arrows Dart Goblin Witch
Arrows Dart Goblin Mega Knight
Arrows
Bats
Zap Archers Arrows Dart Goblin Mega Knight
Zap Arrows Dart Goblin Witch Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Witch Mega Knight
Witch
Arrows Zap Dart Goblin Witch
Zap Arrows Witch Mega Knight
Zap Arrows Dart Goblin
Bats Zap Archers Arrows Dart Goblin Witch
Zap Bats Dart Goblin Witch
Zap Arrows Dart Goblin Mega Knight
Zap Arrows
Mega Knight
Arrows
Zap Bats Archers Dart Goblin Witch
Zap Archers Arrows Dart Goblin Witch
Arrows
Dart Goblin Mega Knight
Arrows Zap Dart Goblin
Zap Arrows
Dart Goblin Mega Knight
Zap Bats Dart Goblin Witch
Bats Zap Dart Goblin Witch
Zap Dart Goblin Witch Mega Knight
Dart Goblin Mega Knight

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