My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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.

Spear Goblins Baby Dragon Mother Witch Ram Rider

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.

Spear Goblins Baby Dragon Royal Ghost Mother Witch Ram Rider Mega Knight Skeleton King

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Rage

Punishments

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

Royal Ghost Ram 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.

Spear Goblins Baby Dragon Royal Ghost Ram Rider Mega Knight Skeleton King

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.

Royal Ghost Ram 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
Spear Goblins Ram Rider Skeleton King
Giant Snowball
Spear Goblins Baby Dragon Ram Rider Skeleton King
Zap
Spear Goblins Ram Rider Skeleton King
Barbarian Barrel
Spear Goblins Royal Ghost Skeleton King
The Log
Spear Goblins Ram Rider Skeleton King
Earthquake
Spear Goblins Skeleton King
Arrows
Spear Goblins Skeleton King
Royal Delivery
Spear Goblins Baby Dragon Royal Ghost Mother Witch Ram Rider Skeleton King
Fireball
Baby Dragon Mother Witch Ram Rider Skeleton King
Poison
Spear Goblins Mother Witch Skeleton King
Lightning
Baby Dragon Mother Witch Ram Rider Skeleton King
Rocket
Ram Rider Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Royal Ghost Mega Knight Skeleton King

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.

Spear Goblins Rage Baby Dragon Royal Ghost Mother Witch Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Rage Royal Ghost Baby Dragon Mother Witch Skeleton King Ram Rider Mega Knight

Shortest cycle

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

11 Spear Goblins Rage Royal Ghost Baby Dragon

Attack Synergies 0 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.

Spear Goblins
Baby Dragon Royal Ghost Ram Rider Mega Knight
Rage
Mother Witch
Baby Dragon
Spear Goblins Ram Rider Mega Knight
Royal Ghost
Spear Goblins Mother Witch Ram Rider Mega Knight
Mother Witch
Rage Royal Ghost Ram Rider Mega Knight
Ram Rider
Spear Goblins Baby Dragon Royal Ghost Mother Witch Mega Knight
Mega Knight
Spear Goblins Baby Dragon Royal Ghost Mother Witch Ram Rider
Skeleton King

Defense Synergies 0 11

Spear Goblins
Baby Dragon Royal Ghost Mega Knight Skeleton King
Rage
Baby Dragon
Spear Goblins Mother Witch Mega Knight Skeleton King
Royal Ghost
Spear Goblins Mother Witch Mega Knight
Mother Witch
Baby Dragon Royal Ghost Mega Knight Skeleton King
Ram Rider
Mega Knight
Spear Goblins Baby Dragon Royal Ghost Mother Witch
Skeleton King
Spear Goblins Baby Dragon Mother 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.

Spear Goblins Baby Dragon Ram Rider
Ram Rider Mega Knight
Ram Rider Mega Knight
Ram Rider Mega Knight Skeleton King
Mega Knight
Spear Goblins Baby Dragon Royal Ghost Mother Witch Mega Knight
Ram Rider Spear Goblins Baby Dragon
Baby Dragon Ram Rider Mega Knight
Skeleton King
Spear Goblins Royal Ghost Mega Knight
Mother Witch Spear Goblins Baby Dragon Royal Ghost Ram Rider Mega Knight Skeleton King
Spear Goblins Baby Dragon Ram Rider
Mega Knight Ram Rider
Mega Knight Baby Dragon Royal Ghost Skeleton King
Ram Rider Mega Knight Skeleton King
Ram Rider Mega Knight
Mega Knight
Mega Knight Spear Goblins Baby Dragon Royal Ghost Ram Rider
Baby Dragon Spear Goblins Royal Ghost Mother Witch Ram Rider Mega Knight
Ram Rider
Royal Ghost Mega Knight Spear Goblins Baby Dragon Mother Witch

Counters to secondary win conditions

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

Mega Knight Spear Goblins Royal Ghost
Baby Dragon Royal Ghost Mega Knight
Mega Knight Spear Goblins Ram Rider
Mega Knight Ram Rider
Ram Rider Mega Knight
Mother Witch Baby Dragon Ram Rider
Spear Goblins Ram Rider
Mega Knight
Mega Knight Spear Goblins Baby Dragon
Mega Knight
Mega Knight
Mega Knight Ram Rider Skeleton King
Baby Dragon Mega Knight
Spear Goblins Baby Dragon Skeleton King
Mega Knight Baby Dragon Royal Ghost Mother Witch Skeleton King

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.)

Baby Dragon Royal Ghost
Baby Dragon Royal Ghost Ram Rider
Baby Dragon
Baby Dragon Mega Knight
Mother Witch Spear Goblins Baby Dragon Ram Rider
Baby Dragon
Baby Dragon Ram Rider
Ram Rider
Ram Rider
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Spear Goblins Baby Dragon
Baby Dragon Mega Knight
Baby Dragon Mega Knight
Baby Dragon Mother Witch Mega Knight
Baby Dragon Mega Knight
Baby Dragon
Mother Witch Baby Dragon Mega Knight
Baby Dragon Royal Ghost Ram Rider
Baby Dragon Ram Rider Mega Knight
Baby Dragon
Baby Dragon Mother Witch
Mega Knight
Mega Knight
Spear Goblins
Baby Dragon Ram Rider
Baby Dragon Mega Knight
Baby Dragon Skeleton King
Mega Knight
Baby Dragon Skeleton King
Baby Dragon Royal Ghost Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: