My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
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 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.

Witch

Defensive buildings

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

Cannon Mortar

Investments

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

Witch Mega Knight Monk

Offensive cards

Win conditions

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

Mortar 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.

Mortar Goblin Barrel Mega Knight

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.

Mortar 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.

Goblin Barrel Monk

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
Giant Snowball
Cannon Goblin Barrel Guards Witch
Zap
Cannon Mortar Goblin Barrel Guards Witch
Barbarian Barrel
Cannon Mortar Goblin Barrel Guards Witch
The Log
Cannon Goblin Barrel Guards Witch
Earthquake
Cannon Mortar Goblin Barrel Guards Witch
Arrows
Goblin Barrel Guards Witch
Royal Delivery
Goblin Barrel Guards Witch
Fireball
Cannon Mortar Goblin Barrel Witch
Poison
Cannon Mortar Guards Witch
Lightning
Cannon Mortar Witch Monk
Rocket
Mortar Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar 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 Guards 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.

Goblin Barrel

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 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.

Arrows Cannon Goblin Barrel Guards Mortar Witch Monk Mega Knight

Shortest cycle

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

12 Arrows Cannon Goblin Barrel Guards

Attack Synergies 0 6

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
Mortar Goblin Barrel Mega Knight
Cannon
Mortar
Arrows
Goblin Barrel
Arrows Guards Mega Knight
Guards
Goblin Barrel
Witch
Mega Knight
Mega Knight
Arrows Goblin Barrel Witch
Monk

Defense Synergies 1 8

Arrows
Mega Knight Cannon Mortar Monk
Cannon
Arrows Guards Witch
Mortar
Arrows Guards
Goblin Barrel
Guards
Cannon Mortar Witch
Witch
Cannon Guards Mega Knight
Mega Knight
Arrows Witch
Monk
Arrows

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.

Cannon Mortar
Cannon Mortar Witch Mega Knight Monk
Cannon Mortar Witch Mega Knight
Cannon Witch Mortar Guards Mega Knight Monk
Arrows Mega Knight Monk
Arrows Cannon Guards Mega Knight
Arrows Cannon Mortar Witch
Arrows Cannon Mega Knight Monk
Cannon Witch Mortar
Guards Cannon Mega Knight
Guards Witch Arrows Cannon Mega Knight
Arrows Witch
Cannon Mortar Mega Knight Guards Witch
Mega Knight Arrows Cannon Mortar Guards Witch
Cannon Mortar Mega Knight
Monk Cannon Mortar Mega Knight
Mega Knight Arrows Cannon Mortar Witch
Arrows Cannon Mortar Mega Knight Guards Witch
Arrows Mortar Witch Cannon Guards Mega Knight
Cannon Mortar
Mega Knight Arrows Cannon Guards Witch

Counters to secondary win conditions

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

Guards Mega Knight Witch
Arrows Mortar Mega Knight Monk
Guards Mega Knight Witch
Guards Mega Knight Monk
Cannon Guards Witch Mega Knight
Arrows Witch Monk
Guards Witch
Mega Knight
Mega Knight Mortar Witch Monk
Witch Cannon Guards
Mega Knight Guards Witch
Mega Knight Monk Arrows Guards
Mega Knight Cannon Guards Witch
Cannon Witch Mega Knight
Guards Witch Mortar Monk
Arrows Mega Knight Cannon Witch
Arrows Cannon Mortar

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 Mortar Guards Monk
Arrows Mortar Monk
Arrows
Arrows Guards
Arrows Mortar Mega Knight
Arrows Witch Monk
Arrows Mortar Witch
Arrows
Arrows Monk Mortar
Guards
Monk Arrows Mortar
Monk Arrows
Mortar
Arrows Mortar Monk
Arrows Mortar
Arrows Mortar Witch
Arrows Mortar Mega Knight
Monk Arrows Mortar
Arrows Mortar Mega Knight Monk
Arrows Mortar Witch Mega Knight Monk
Mega Knight Monk
Arrows
Monk
Arrows Mortar Monk
Arrows Mortar Witch Mega Knight
Witch
Arrows Mortar Witch Monk
Arrows Mortar Witch Mega Knight Monk
Arrows Mortar
Arrows Witch
Guards Witch
Arrows Mortar Mega Knight
Arrows Monk
Mega Knight
Arrows Monk
Guards Witch
Arrows Witch Monk
Arrows
Mega Knight
Arrows Mortar
Monk Arrows
Mega Knight
Guards Witch
Witch
Mortar Witch Mega Knight Monk
Mortar Mega Knight Monk

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