My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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.

Minions Night Witch

Defensive buildings

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

Mortar

Investments

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

Bandit Night Witch Golden Knight

Offensive cards

Win conditions

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

Mortar Wall Breakers

Damage spells

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

Arrows Fireball

Punishments

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

Mortar Wall Breakers Bandit Golden 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.

Mortar Wall Breakers Bandit

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.

Bandit Golden Knight

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
Minions Wall Breakers Bandit Night Witch
Giant Snowball
Minions Wall Breakers Night Witch
Zap
Minions Mortar Wall Breakers Bandit Night Witch
Barbarian Barrel
Mortar Wall Breakers Bandit Night Witch
The Log
Wall Breakers Bandit
Earthquake
Mortar
Arrows
Minions Wall Breakers Night Witch
Royal Delivery
Minions Wall Breakers Bandit Night Witch
Fireball
Minions Mortar Wall Breakers Bandit Night Witch
Poison
Minions Mortar Night Witch
Lightning
Mortar Bandit Night Witch
Rocket
Mortar Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Fireball

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 Night Witch

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.

Minions 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Arrows Minions Bandit Mortar Fireball Night Witch Golden Knight

Shortest cycle

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

11 Wall Breakers Arrows Minions Bandit

Attack Synergies 1 13

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.

Arrows
Fireball Mortar Wall Breakers Bandit Night Witch
Minions
Mortar Wall Breakers Bandit
Mortar
Arrows Minions Fireball Bandit Golden Knight
Fireball
Arrows Mortar Wall Breakers Golden Knight
Wall Breakers
Arrows Minions Fireball
Bandit
Arrows Minions Mortar Golden Knight
Night Witch
Arrows
Golden Knight
Mortar Fireball Bandit

Defense Synergies 0 11

Arrows
Mortar Fireball Bandit Golden Knight
Minions
Mortar Bandit Golden Knight
Mortar
Arrows Minions Fireball Bandit
Fireball
Arrows Mortar Bandit Golden Knight
Wall Breakers
Bandit
Arrows Minions Mortar Fireball
Night Witch
Golden Knight
Arrows Minions Fireball

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.

Minions Mortar Fireball Golden Knight
Minions Mortar Bandit Night Witch
Mortar Minions Bandit Night Witch
Night Witch Minions Mortar Bandit
Arrows Fireball
Arrows Fireball Minions Bandit Night Witch
Minions Arrows Mortar Fireball Night Witch
Arrows Fireball Bandit Golden Knight
Minions Mortar Night Witch
Bandit Night Witch
Minions Arrows Fireball Bandit Night Witch
Arrows Minions Fireball Night Witch
Mortar Night Witch Minions Fireball Bandit
Fireball Arrows Minions Mortar Night Witch Golden Knight
Mortar Bandit
Mortar Fireball Bandit
Arrows Minions Mortar Fireball Night Witch
Arrows Mortar Fireball Minions Bandit Night Witch Golden Knight
Arrows Mortar Minions Fireball Bandit
Mortar
Arrows Minions Fireball Bandit Night Witch
Mortar

Counters to secondary win conditions

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

Fireball Bandit
Fireball Bandit Arrows Mortar
Bandit Minions Golden Knight
Fireball Bandit Night Witch
Bandit Night Witch
Arrows Fireball Minions
Minions Fireball Bandit Night Witch
Minions Mortar Fireball Bandit
Minions Golden Knight
Arrows Fireball
Fireball Bandit Night Witch Golden Knight
Fireball
Minions Mortar Fireball Night Witch Golden Knight
Arrows Minions Fireball Golden Knight
Arrows Mortar 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 Arrows Mortar Bandit Golden Knight
Arrows Mortar Fireball Bandit Golden Knight
Arrows Fireball Bandit
Arrows Fireball
Fireball Arrows Mortar
Arrows Fireball Minions
Arrows Mortar
Arrows Fireball
Arrows Fireball Mortar Bandit Golden Knight
Minions Fireball Night Witch
Arrows Mortar Fireball Bandit Golden Knight
Fireball Arrows
Mortar Fireball Bandit Golden Knight
Arrows Minions Mortar Fireball Bandit
Arrows Mortar Fireball
Arrows Mortar Fireball Bandit Golden Knight
Arrows Mortar Fireball Bandit
Arrows Mortar Fireball
Minions Night Witch
Arrows Mortar Fireball Bandit
Arrows Mortar Fireball Golden Knight
Minions Fireball Night Witch
Arrows Fireball
Arrows Mortar Fireball
Arrows Mortar Fireball
Arrows Mortar Fireball Bandit Golden Knight
Fireball Arrows Mortar Bandit Golden Knight
Fireball Arrows Mortar Bandit Golden Knight
Arrows Fireball Night Witch
Minions Fireball
Fireball Night Witch
Arrows Mortar Fireball Bandit Night Witch
Arrows Fireball
Arrows Fireball
Minions Fireball Bandit Night Witch
Fireball Arrows
Arrows Fireball
Fireball
Arrows Mortar Fireball
Arrows Fireball
Minions Fireball Golden Knight
Fireball
Mortar Fireball Bandit Golden Knight
Fireball Mortar

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