My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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!
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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Night 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.

Night Witch Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball Rocket Rage Freeze

Punishments

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

Hog Rider Mega Knight

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Hog Rider 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.

Hog Rider

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
Hog Rider Night Witch
Giant Snowball
Hog Rider Night Witch
Zap
Night Witch
Barbarian Barrel
Night Witch
The Log
Hog Rider
Earthquake
Hog Rider
Arrows
Night Witch
Royal Delivery
Hog Rider Night Witch
Fireball
Hog Rider Night Witch
Poison
Night Witch
Lightning
Night Witch
Rocket
Hog Rider Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Rocket Freeze 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.

Rocket Rage Freeze Night Witch 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.

Fireball

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 Rage Fireball Hog Rider Freeze Night Witch Rocket Mega Knight

Shortest cycle

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

10 Mirror Rage Fireball Hog Rider

Attack Synergies 4 10

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.

Fireball
Hog Rider Mirror Freeze Mega Knight
Hog Rider
Fireball Rage Freeze Rocket Mirror Mega Knight
Rocket
Hog Rider Mirror
Mirror
Fireball Hog Rider Rocket Freeze Night Witch
Rage
Hog Rider Night Witch
Freeze
Hog Rider Fireball Mirror
Night Witch
Mirror Rage Mega Knight
Mega Knight
Fireball Hog Rider Night Witch

Defense Synergies 1 6

Fireball
Mirror Freeze Mega Knight
Hog Rider
Rocket
Mirror
Fireball Night Witch Mega Knight
Rage
Freeze
Fireball Mega Knight
Night Witch
Mirror Mega Knight
Mega Knight
Fireball Mirror Freeze Night 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.

Rocket Fireball
Night Witch Mega Knight
Rocket Mega Knight Freeze Night Witch
Night Witch Mega Knight
Fireball Rocket Mega Knight
Fireball Freeze Night Witch Mega Knight
Rocket Fireball Freeze Night Witch
Rocket Fireball Mega Knight
Night Witch
Night Witch Mega Knight
Fireball Freeze Night Witch Mega Knight
Fireball Night Witch
Night Witch Mega Knight Fireball Rocket Freeze
Fireball Rocket Mega Knight Freeze Night Witch
Mega Knight
Rocket Fireball Freeze Mega Knight
Mega Knight Fireball Night Witch
Fireball Mega Knight Night Witch
Freeze Fireball Mega Knight
Mega Knight Fireball Night Witch

Counters to secondary win conditions

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

Mega Knight Fireball
Fireball Rocket Mega Knight
Mega Knight Rocket
Rocket Mega Knight Fireball Night Witch
Night Witch Mega Knight
Fireball Rocket Freeze
Rocket Fireball Night Witch
Mega Knight
Rocket Freeze Mega Knight Fireball
Mega Knight
Rocket Mega Knight Fireball
Rocket Mega Knight Fireball Night Witch
Fireball Mega Knight
Fireball Rocket Freeze Night Witch
Mega Knight Fireball Freeze
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 Rocket Freeze
Fireball
Rocket Fireball
Fireball Rocket Freeze
Fireball Rocket Mega Knight
Fireball Rocket Freeze
Fireball Freeze
Fireball
Rocket Fireball Night Witch
Rocket Fireball
Fireball Rocket
Rocket Fireball
Fireball Rocket Freeze
Fireball
Rocket Fireball
Fireball Rocket Mega Knight
Fireball Rocket Freeze
Rocket Night Witch
Rocket Fireball Mega Knight
Rocket Fireball Mega Knight
Rocket Fireball Night Witch Mega Knight
Rocket Fireball
Rocket
Rocket Fireball
Freeze Fireball Mega Knight
Fireball
Fireball Mega Knight
Fireball Rocket
Fireball Night Witch
Rocket Fireball Freeze
Fireball Night Witch
Fireball Rocket Night Witch Mega Knight
Rocket Fireball Freeze
Mega Knight
Rocket Fireball
Fireball Rocket Freeze Night Witch
Fireball Rocket
Freeze
Fireball
Fireball Rocket Mega Knight
Fireball
Rocket Fireball
Mega Knight
Fireball Rocket Freeze
Fireball Rocket
Fireball Rocket Freeze Mega Knight
Fireball Rocket Mega Knight

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