My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
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!

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.

Missing

Investments

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

Skeletons Knight Witch Electro Giant Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Fireball Rage

Punishments

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

Electro Giant Mega 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.

Knight Electro Giant Mega 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
Skeletons Skeleton Army
Giant Snowball
Skeletons Skeleton Army Witch
Zap
Skeletons Skeleton Army Witch
Barbarian Barrel
Skeletons Knight Skeleton Army Witch
The Log
Skeletons Skeleton Army Witch
Earthquake
Skeletons Skeleton Army Witch
Arrows
Skeletons Skeleton Army Witch
Royal Delivery
Skeletons Knight Skeleton Army Witch
Fireball
Skeleton Army Witch
Poison
Skeleton Army Witch
Lightning
Knight Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Electro Giant Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Rage Skeleton Army Electro Giant Mega Knight

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 Skeleton Army

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Rage Knight Skeleton Army Fireball Witch Electro Giant Mega Knight

Shortest cycle

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

9 Skeletons Rage Knight Skeleton Army

Attack Synergies 1 4

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
Knight
Fireball Witch
Fireball
Knight Mega Knight
Rage
Witch
Skeleton Army
Witch
Rage Knight Mega Knight
Electro Giant
Mega Knight
Fireball Witch

Defense Synergies 0 7

Skeletons
Knight Witch
Knight
Skeletons Fireball Skeleton Army Witch
Fireball
Knight Mega Knight
Rage
Skeleton Army
Knight
Witch
Skeletons Knight Mega Knight
Electro Giant
Mega Knight
Fireball 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 Fireball
Skeleton Army Skeletons Knight Witch Mega Knight
Skeleton Army Witch Mega Knight Skeletons Knight
Skeleton Army Witch Skeletons Knight Mega Knight
Fireball Skeleton Army Mega Knight
Fireball Skeleton Army Skeletons Mega Knight
Fireball Witch
Fireball Electro Giant Mega Knight
Witch Skeletons Skeleton Army
Knight Skeleton Army Skeletons Mega Knight
Skeleton Army Witch Skeletons Knight Fireball Electro Giant Mega Knight
Fireball Witch
Skeleton Army Mega Knight Skeletons Knight Fireball Witch
Fireball Skeleton Army Mega Knight Witch
Skeleton Army Knight Mega Knight
Skeleton Army Fireball Electro Giant Mega Knight
Mega Knight Skeletons Knight Fireball Skeleton Army Witch
Fireball Mega Knight Knight Skeleton Army Witch
Witch Knight Fireball Mega Knight
Skeleton Army Mega Knight Knight Fireball Witch Electro Giant

Counters to secondary win conditions

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

Knight Skeleton Army Mega Knight Skeletons Fireball Witch Electro Giant
Fireball Knight Mega Knight
Skeleton Army Mega Knight Skeletons Knight Witch
Skeleton Army Mega Knight Knight Fireball
Skeletons Knight Skeleton Army Witch Mega Knight
Fireball Electro Giant Skeletons Witch
Skeleton Army Skeletons Knight Fireball Witch
Mega Knight Knight Skeleton Army
Mega Knight Skeletons Knight Fireball Skeleton Army Witch
Witch Skeletons Skeleton Army
Mega Knight Knight Witch
Skeleton Army Mega Knight Fireball Electro Giant
Skeleton Army Mega Knight Skeletons Knight Fireball Witch
Fireball Skeleton Army Witch Electro Giant Mega Knight
Skeleton Army Witch Electro Giant Skeletons Knight Fireball
Mega Knight Fireball Witch Electro Giant
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 Knight
Fireball
Fireball
Knight Fireball
Fireball Mega Knight
Fireball Electro Giant Witch
Witch
Fireball
Fireball
Fireball
Knight Fireball
Fireball
Knight Fireball
Fireball
Fireball
Fireball Witch
Fireball Mega Knight
Fireball
Fireball Mega Knight
Fireball Witch Electro Giant Mega Knight
Fireball Mega Knight
Fireball
Fireball
Electro Giant Fireball Witch Mega Knight
Witch
Fireball Witch
Fireball Witch Mega Knight
Fireball
Fireball Witch Electro Giant
Fireball Witch Electro Giant
Fireball
Fireball Mega Knight
Fireball
Mega Knight
Fireball
Fireball Skeleton Army Witch
Fireball Witch
Fireball
Fireball Knight Mega Knight
Fireball
Fireball Electro Giant
Mega Knight
Electro Giant Fireball Witch
Fireball Witch
Fireball Witch Electro Giant Mega Knight
Fireball Mega Knight

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