My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
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.

Cannon

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 Goblinstein

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Fireball Rage

Punishments

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

Royal Hogs 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.

Barbarians Royal Hogs 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.

Royal Hogs

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Rage 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.

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.

Barbarians 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Cannon Fireball Barbarians Royal Hogs Witch Goblinstein Mega Knight

Shortest cycle

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

14 Rage Cannon Fireball Barbarians

Attack Synergies 1 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.

Cannon
Barbarians
Fireball
Royal Hogs Mega Knight
Royal Hogs
Fireball Mega Knight
Rage
Witch
Witch
Rage Mega Knight
Mega Knight
Fireball Royal Hogs Witch
Goblinstein

Defense Synergies 0 4

Cannon
Fireball Witch
Barbarians
Fireball
Cannon Mega Knight
Royal Hogs
Rage
Witch
Cannon Mega Knight
Mega Knight
Fireball 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.

Cannon Fireball
Barbarians Cannon Witch Mega Knight
Cannon Barbarians Witch Mega Knight
Cannon Barbarians Witch Mega Knight
Barbarians Fireball Mega Knight
Fireball Cannon Mega Knight
Cannon Fireball Witch
Cannon Barbarians Fireball Mega Knight
Cannon Barbarians Witch
Cannon Barbarians Mega Knight
Barbarians Witch Cannon Fireball Mega Knight
Fireball Witch
Cannon Barbarians Mega Knight Fireball Witch
Fireball Mega Knight Cannon Barbarians Witch
Barbarians Cannon Mega Knight
Barbarians Cannon Fireball Mega Knight
Barbarians Mega Knight Cannon Fireball Witch
Cannon Fireball Mega Knight Barbarians Witch
Witch Cannon Barbarians Fireball Mega Knight
Barbarians Cannon
Mega Knight Cannon Barbarians Fireball Witch

Counters to secondary win conditions

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

Barbarians Mega Knight Fireball Witch
Fireball Mega Knight
Barbarians Mega Knight Witch
Mega Knight Barbarians Fireball
Barbarians Cannon Witch Mega Knight
Fireball Witch
Barbarians Fireball Witch
Mega Knight Barbarians
Mega Knight Barbarians Fireball Witch
Witch Cannon Barbarians
Mega Knight Barbarians Witch
Mega Knight Barbarians Fireball
Barbarians Mega Knight Cannon Fireball Witch
Cannon Barbarians Fireball Witch Mega Knight
Barbarians Witch Fireball
Mega Knight Cannon Barbarians Fireball Witch
Cannon Fireball

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
Fireball
Fireball
Barbarians Fireball
Fireball Mega Knight
Fireball Witch
Witch
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Witch
Fireball Mega Knight
Fireball
Fireball Mega Knight
Fireball Witch Mega Knight
Fireball Mega Knight
Fireball
Barbarians Fireball
Fireball Witch Mega Knight
Witch
Fireball Witch
Fireball Witch Mega Knight
Fireball
Fireball Witch
Fireball Witch
Fireball
Fireball Mega Knight
Fireball
Mega Knight
Fireball
Barbarians Fireball Witch
Fireball Witch
Fireball
Fireball Mega Knight
Fireball
Fireball
Mega Knight
Fireball Witch
Fireball Witch
Fireball Witch Mega Knight
Fireball Mega Knight

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