My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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 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.

Flying Machine 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.

Flying Machine Rune Giant Witch Royal Ghost Mega Knight

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Poison

Punishments

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

Royal Ghost Mega Knight

Pump responses

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

Poison

Dropped at the bridge

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

Flying Machine Rune Giant Royal Ghost 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 Ghost Goblin Machine

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
Giant Snowball
Flying Machine Witch
Zap
Flying Machine Witch
Barbarian Barrel
Witch Royal Ghost
The Log
Witch
Earthquake
Witch
Arrows
Flying Machine Witch
Royal Delivery
Flying Machine Witch Royal Ghost
Fireball
Flying Machine Witch
Poison
Flying Machine Witch
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Poison Witch Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Poison Royal Ghost Goblin Machine 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.

Poison Rune Giant Royal Ghost Goblin Machine 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.

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 Royal Ghost Flying Machine Poison Rune Giant Witch Goblin Machine Mega Knight

Shortest cycle

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

11 Mirror Royal Ghost Flying Machine Poison

Attack Synergies 0 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.

Flying Machine
Mirror Royal Ghost Mega Knight
Mirror
Flying Machine Poison Royal Ghost
Poison
Mirror Royal Ghost Mega Knight
Rune Giant
Witch
Royal Ghost Mega Knight
Royal Ghost
Flying Machine Mirror Poison Witch Mega Knight
Goblin Machine
Mega Knight
Flying Machine Poison Witch Royal Ghost

Defense Synergies 0 9

Flying Machine
Mirror Royal Ghost Mega Knight
Mirror
Flying Machine Poison Mega Knight
Poison
Mirror Mega Knight
Rune Giant
Witch
Royal Ghost Mega Knight
Royal Ghost
Flying Machine Witch Mega Knight
Goblin Machine
Mega Knight
Flying Machine Mirror Poison Witch Royal Ghost

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.

Flying Machine
Flying Machine Witch Mega Knight
Witch Mega Knight
Witch Mega Knight
Poison Mega Knight
Flying Machine Royal Ghost Mega Knight
Flying Machine Poison Witch
Flying Machine Poison Mega Knight
Witch
Royal Ghost Mega Knight
Poison Witch Flying Machine Royal Ghost Mega Knight
Flying Machine Poison Witch
Mega Knight Flying Machine Witch
Mega Knight Poison Witch Royal Ghost
Mega Knight
Mega Knight
Mega Knight Poison Witch
Mega Knight Flying Machine Witch Royal Ghost
Poison Witch Flying Machine Royal Ghost Mega Knight
Royal Ghost Mega Knight Flying Machine Poison Witch

Counters to secondary win conditions

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

Mega Knight Witch Royal Ghost
Poison Flying Machine Royal Ghost Mega Knight
Mega Knight Witch
Mega Knight
Witch Mega Knight
Poison Flying Machine Witch
Flying Machine Witch
Mega Knight
Mega Knight Flying Machine Poison Witch
Witch
Mega Knight Flying Machine Witch
Mega Knight Poison
Mega Knight Witch
Flying Machine Witch Mega Knight
Witch Flying Machine Poison
Poison Mega Knight Flying Machine Witch Royal Ghost

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.)

Poison Flying Machine Royal Ghost
Poison Flying Machine Royal Ghost
Flying Machine Poison
Flying Machine Poison
Poison Mega Knight
Poison Flying Machine Witch Goblin Machine
Flying Machine Poison Witch
Poison Flying Machine
Poison Flying Machine
Poison
Poison Flying Machine Goblin Machine
Poison Flying Machine
Flying Machine Poison
Flying Machine Poison
Flying Machine Poison
Flying Machine Poison Witch
Flying Machine Poison Mega Knight
Poison
Flying Machine Poison Goblin Machine Mega Knight
Flying Machine Poison Witch Goblin Machine Mega Knight
Poison Mega Knight
Poison
Flying Machine Poison
Poison Witch Goblin Machine Mega Knight
Witch
Poison Flying Machine Witch Royal Ghost
Flying Machine Poison Witch Mega Knight
Poison
Poison Flying Machine Witch
Flying Machine Poison Witch
Poison Mega Knight
Poison
Mega Knight
Poison
Flying Machine Witch
Poison Flying Machine Witch
Poison Flying Machine Mega Knight
Flying Machine Poison
Poison
Flying Machine Mega Knight
Flying Machine Poison Witch
Flying Machine Poison Witch
Poison Flying Machine Witch Royal Ghost Mega Knight
Mega Knight

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