My Best Clash Royale Deck

Deck Check Rating

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

4 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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!
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.

Bats Archers Mother 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.

Skeletons Bats Archers Knight Royal Recruits Elixir Collector Mother Witch

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

Punishments

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

Royal Recruits

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Knight Royal Recruits

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
Skeletons Bats Archers Royal Recruits
Giant Snowball
Skeletons Bats Archers Cannon Royal Recruits
Zap
Skeletons Bats Archers Cannon
Barbarian Barrel
Skeletons Archers Knight Cannon Royal Recruits
The Log
Skeletons Archers Cannon Royal Recruits
Earthquake
Skeletons Archers Cannon Elixir Collector
Arrows
Skeletons Bats Archers Royal Recruits
Royal Delivery
Skeletons Bats Archers Knight Royal Recruits Mother Witch
Fireball
Archers Cannon Elixir Collector Mother Witch
Poison
Bats Archers Cannon Royal Recruits Elixir Collector Mother Witch
Lightning
Knight Cannon Elixir Collector Mother Witch
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Bats Knight Royal Recruits Elixir Collector Mother 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Archers Knight Cannon Mother Witch Elixir Collector Royal Recruits

Shortest cycle

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

9 Skeletons Bats Archers Knight

Attack Synergies 2 3

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.

Skeletons
Bats
Knight Royal Recruits
Archers
Knight Royal Recruits
Knight
Bats Archers Mother Witch
Cannon
Royal Recruits
Bats Archers
Elixir Collector
Mother Witch
Knight

Defense Synergies 4 10

Skeletons
Cannon Bats Archers Knight
Bats
Knight Skeletons Cannon Royal Recruits
Archers
Knight Skeletons Cannon Royal Recruits
Knight
Bats Archers Cannon Skeletons Mother Witch
Cannon
Skeletons Knight Bats Archers Royal Recruits Mother Witch
Royal Recruits
Bats Archers Cannon
Elixir Collector
Mother Witch
Knight Cannon

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 Royal Recruits
Skeletons Bats Knight Cannon Royal Recruits
Cannon Skeletons Bats Archers Knight Royal Recruits
Cannon Royal Recruits Skeletons Bats Knight
Royal Recruits
Skeletons Bats Archers Cannon Mother Witch
Bats Archers Cannon
Cannon Royal Recruits
Cannon Skeletons Royal Recruits
Knight Skeletons Archers Cannon Royal Recruits
Bats Archers Mother Witch Skeletons Knight Cannon Royal Recruits
Bats Archers
Cannon Royal Recruits Skeletons Bats Knight
Bats Cannon Royal Recruits
Royal Recruits Knight Cannon
Cannon Royal Recruits
Skeletons Bats Knight Cannon Royal Recruits
Cannon Bats Archers Knight Royal Recruits
Bats Archers Knight Cannon Royal Recruits Mother Witch
Cannon Royal Recruits
Royal Recruits Bats Archers Knight Cannon Mother Witch
Cannon

Counters to secondary win conditions

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

Knight Royal Recruits Skeletons Archers
Archers Knight
Royal Recruits Skeletons Bats Knight
Royal Recruits Bats Knight
Royal Recruits Skeletons Knight Cannon
Mother Witch Skeletons Bats Archers
Royal Recruits Skeletons Bats Archers Knight
Knight Royal Recruits
Royal Recruits Skeletons Bats Knight
Royal Recruits Skeletons Cannon
Bats Knight Royal Recruits
Royal Recruits
Royal Recruits Skeletons Knight Cannon
Royal Recruits Archers Cannon
Royal Recruits Skeletons Bats Archers Knight
Bats Archers Cannon Royal Recruits Mother Witch
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.)

Knight Royal Recruits
Knight Royal Recruits
Mother Witch Bats
Archers
Bats
Knight Royal Recruits
Archers
Knight
Royal Recruits
Bats
Archers
Mother Witch
Royal Recruits
Mother Witch
Bats Archers Mother Witch
Bats
Bats Archers Royal Recruits
Archers
Knight
Royal Recruits
Bats Royal Recruits
Bats
Royal Recruits

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: