My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Archers Minions Rascals Electro Dragon Night Witch

Defensive buildings

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

Goblin Drill

Investments

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

Archers Knight Rascals Electro Dragon Night Witch

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Rocket

Pump responses

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

Rocket Goblin Drill

Dropped at the bridge

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

Knight Rascals

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 Drill Electro Dragon

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
Archers Minions Goblin Drill Night Witch
Giant Snowball
Archers Minions Goblin Drill Electro Dragon Night Witch
Zap
Archers Minions Goblin Drill Night Witch
Barbarian Barrel
Archers Knight Rascals Goblin Drill Night Witch
The Log
Archers Rascals Goblin Drill
Earthquake
Archers Goblin Drill
Arrows
Archers Minions Rascals Goblin Drill Night Witch
Royal Delivery
Archers Knight Minions Rascals Goblin Drill Electro Dragon Night Witch
Fireball
Archers Minions Rascals Goblin Drill Electro Dragon Night Witch
Poison
Archers Minions Rascals Goblin Drill Electro Dragon Night Witch
Lightning
Knight Electro Dragon Night Witch
Rocket
Rascals Electro Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Rocket Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Electro Dragon

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.

Knight Rocket Goblin Drill Night Witch

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.

Minions

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Knight Minions Goblin Drill Night Witch Rascals Electro Dragon Rocket

Shortest cycle

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

13 Archers Knight Minions Goblin Drill

Attack Synergies 2 8

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.

Archers
Knight Electro Dragon
Knight
Archers Minions Goblin Drill Electro Dragon Night Witch
Minions
Knight Rascals Goblin Drill
Rascals
Minions Goblin Drill Electro Dragon
Rocket
Goblin Drill
Knight Minions Rascals
Electro Dragon
Archers Knight Rascals
Night Witch
Knight

Defense Synergies 3 6

Archers
Knight Minions Rascals Goblin Drill
Knight
Archers Minions Electro Dragon Night Witch
Minions
Knight Archers Goblin Drill
Rascals
Archers
Rocket
Goblin Drill
Archers Minions Electro Dragon
Electro Dragon
Knight Goblin Drill
Night Witch
Knight

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 Knight Minions Electro Dragon
Knight Minions Rascals Goblin Drill Electro Dragon Night Witch
Rocket Archers Knight Minions Rascals Goblin Drill Electro Dragon Night Witch
Night Witch Knight Minions Rascals Goblin Drill Electro Dragon
Rocket
Archers Minions Rascals Electro Dragon Night Witch
Minions Rocket Archers Rascals Electro Dragon Night Witch
Rocket Rascals Electro Dragon
Minions Rascals Goblin Drill Night Witch
Knight Archers Rascals Night Witch
Archers Minions Knight Rascals Goblin Drill Electro Dragon Night Witch
Minions Archers Rascals Electro Dragon Night Witch
Goblin Drill Night Witch Knight Minions Rascals Rocket Electro Dragon
Rocket Minions Rascals Goblin Drill Electro Dragon Night Witch
Knight Rascals Goblin Drill
Rocket Rascals Goblin Drill
Knight Minions Rascals Goblin Drill Electro Dragon Night Witch
Archers Knight Minions Rascals Goblin Drill Electro Dragon Night Witch
Goblin Drill Archers Knight Minions Rascals Electro Dragon
Goblin Drill
Rascals Archers Knight Minions Electro Dragon Night Witch

Counters to secondary win conditions

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

Knight Rascals Archers
Archers Knight Rocket Electro Dragon
Knight Minions Rascals Rocket Electro Dragon
Rocket Knight Rascals Night Witch
Knight Rascals Goblin Drill Night Witch
Rocket Archers Minions Rascals Electro Dragon
Rascals Rocket Archers Knight Minions Night Witch
Knight Rascals
Rocket Electro Dragon Knight Minions
Goblin Drill
Knight Minions Rascals Electro Dragon
Rocket
Rascals Rocket Knight Night Witch
Archers Rascals Electro Dragon
Rascals Electro Dragon Archers Knight Minions Rocket Goblin Drill Night Witch
Minions Archers Rascals Electro Dragon

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.)

Knight Rascals Rocket Goblin Drill Electro Dragon
Electro Dragon
Rocket Goblin Drill Electro Dragon
Knight Rascals Rocket
Rocket
Minions Rocket Electro Dragon
Archers
Electro Dragon
Electro Dragon
Rocket Minions Electro Dragon Night Witch
Rocket Knight Electro Dragon
Archers Rocket Electro Dragon
Rocket Knight
Minions Rocket Electro Dragon
Rocket Goblin Drill Electro Dragon
Rocket Electro Dragon
Rocket
Minions Rocket Night Witch
Rocket Archers Electro Dragon
Rocket Electro Dragon
Rocket Minions Night Witch
Rocket
Rocket
Rocket Goblin Drill Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
Rocket
Archers Electro Dragon Night Witch
Rocket Electro Dragon Minions
Night Witch
Rocket Electro Dragon Night Witch
Rocket Electro Dragon
Rocket
Archers Minions Rocket Electro Dragon Night Witch
Rocket Archers Electro Dragon
Knight Rascals Rocket Electro Dragon
Electro Dragon
Rocket
Electro Dragon
Electro Dragon Minions Rascals Rocket
Rocket Electro Dragon
Electro Dragon Rocket
Rocket Electro Dragon

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