My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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

Investments

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

Knight Battle Ram Witch Mega Knight

Offensive cards

Win conditions

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

Battle Ram Hog Rider

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.

Battle Ram Hog Rider 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.

Goblins Knight Battle Ram 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
Battle Ram Hog Rider
Giant Snowball
Goblins Cannon Battle Ram Hog Rider Witch
Zap
Goblins Cannon Battle Ram Witch
Barbarian Barrel
Goblins Knight Cannon Battle Ram Witch
The Log
Goblins Cannon Battle Ram Hog Rider Witch
Earthquake
Cannon Hog Rider Witch
Arrows
Goblins Witch
Royal Delivery
Goblins Knight Battle Ram Hog Rider Witch
Fireball
Cannon Battle Ram Hog Rider Witch
Poison
Cannon Witch
Lightning
Knight Cannon Battle Ram Witch
Rocket
Hog Rider 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 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 Knight Battle Ram 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.

Goblins 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Arrows Knight Cannon Battle Ram Hog Rider Witch Mega Knight

Shortest cycle

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

11 Goblins Arrows Knight Cannon

Attack Synergies 4 9

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.

Goblins
Hog Rider Battle Ram
Arrows
Hog Rider Knight Battle Ram Mega Knight
Knight
Battle Ram Hog Rider Arrows Witch
Cannon
Battle Ram
Knight Goblins Arrows Witch
Hog Rider
Goblins Arrows Knight Witch Mega Knight
Witch
Knight Battle Ram Hog Rider Mega Knight
Mega Knight
Arrows Hog Rider Witch

Defense Synergies 2 7

Goblins
Knight Cannon
Arrows
Mega Knight Knight Cannon
Knight
Cannon Goblins Arrows Witch
Cannon
Knight Goblins Arrows Witch
Battle Ram
Hog Rider
Witch
Knight Cannon Mega Knight
Mega Knight
Arrows 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.

Knight Cannon
Goblins Knight Cannon Witch Mega Knight
Cannon Witch Mega Knight Goblins Knight
Cannon Witch Goblins Knight Mega Knight
Arrows Mega Knight
Arrows Goblins Cannon Mega Knight
Arrows Cannon Witch
Arrows Cannon Mega Knight
Cannon Witch Goblins
Knight Goblins Cannon Mega Knight
Goblins Witch Arrows Knight Cannon Mega Knight
Arrows Witch
Cannon Mega Knight Knight Witch
Mega Knight Goblins Arrows Cannon Witch
Knight Cannon Mega Knight
Cannon Mega Knight
Mega Knight Goblins Arrows Knight Cannon Witch
Arrows Cannon Mega Knight Goblins Knight Witch
Arrows Witch Knight Cannon Mega Knight
Cannon
Mega Knight Goblins Arrows Knight Cannon Witch

Counters to secondary win conditions

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

Knight Mega Knight Goblins Witch
Arrows Knight Mega Knight
Mega Knight Goblins Knight Witch
Mega Knight Knight
Knight Cannon Witch Mega Knight
Arrows Witch
Goblins Knight Witch
Mega Knight Knight
Mega Knight Goblins Knight Witch
Witch Cannon
Mega Knight Knight Witch
Mega Knight Arrows
Mega Knight Knight Cannon Witch
Cannon Witch Mega Knight
Witch Goblins Knight
Arrows Mega Knight Cannon Witch
Arrows Cannon

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 Knight
Arrows
Arrows
Arrows Knight
Arrows Mega Knight
Arrows Witch
Arrows Witch
Arrows
Arrows
Goblins
Arrows Knight
Arrows
Knight
Arrows
Arrows
Arrows Witch
Arrows Mega Knight
Arrows
Arrows Mega Knight
Arrows Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Witch Mega Knight
Witch
Arrows Witch
Arrows Witch Mega Knight
Arrows
Arrows Witch
Witch
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Witch
Arrows Witch
Arrows
Knight Mega Knight
Arrows
Arrows
Mega Knight
Witch
Witch
Witch Mega Knight
Mega Knight

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