My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Wizard 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.

Archers Wizard Witch Fisherman Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Freeze

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Mega Knight

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 Barrel

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 Goblin Barrel Skeleton Army Fisherman
Giant Snowball
Archers Goblin Barrel Skeleton Army Witch Fisherman
Zap
Archers Goblin Barrel Skeleton Army Witch Fisherman
Barbarian Barrel
Archers Wizard Goblin Barrel Skeleton Army Witch
The Log
Archers Goblin Barrel Skeleton Army Witch Fisherman
Earthquake
Archers Goblin Barrel Skeleton Army Witch
Arrows
Archers Goblin Barrel Skeleton Army Witch
Royal Delivery
Archers Wizard Goblin Barrel Skeleton Army Witch Fisherman
Fireball
Archers Wizard Goblin Barrel Skeleton Army Witch Fisherman
Poison
Archers Wizard Skeleton Army Witch Fisherman
Lightning
Wizard Witch Fisherman
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze 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.

Skeleton Army Freeze 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.

Goblin Barrel 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.

Wizard Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Goblin Barrel Skeleton Army Fisherman Freeze Wizard Witch Mega Knight

Shortest cycle

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

12 Archers Goblin Barrel Skeleton Army Fisherman

Attack Synergies 0 7

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
Fisherman Mega Knight
Wizard
Mega Knight
Goblin Barrel
Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
Freeze
Witch
Mega Knight
Fisherman
Archers Mega Knight
Mega Knight
Archers Wizard Goblin Barrel Witch Fisherman

Defense Synergies 0 12

Archers
Skeleton Army Witch Fisherman Mega Knight
Wizard
Skeleton Army Freeze Mega Knight
Goblin Barrel
Skeleton Army
Archers Wizard Freeze
Freeze
Wizard Skeleton Army Mega Knight
Witch
Archers Fisherman Mega Knight
Fisherman
Archers Witch Mega Knight
Mega Knight
Archers Wizard Freeze Witch Fisherman

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.

Wizard
Skeleton Army Witch Fisherman Mega Knight
Skeleton Army Witch Fisherman Mega Knight Archers Freeze
Skeleton Army Witch Fisherman Mega Knight
Skeleton Army Mega Knight
Skeleton Army Freeze Archers Mega Knight
Archers Wizard Freeze Witch
Mega Knight
Witch Skeleton Army Fisherman
Skeleton Army Archers Fisherman Mega Knight
Archers Skeleton Army Witch Wizard Freeze Fisherman Mega Knight
Archers Wizard Witch
Skeleton Army Mega Knight Wizard Freeze Witch
Wizard Skeleton Army Mega Knight Freeze Witch
Skeleton Army Mega Knight
Skeleton Army Freeze Fisherman Mega Knight
Wizard Mega Knight Skeleton Army Witch Fisherman
Mega Knight Archers Wizard Skeleton Army Witch Fisherman
Wizard Freeze Witch Archers Fisherman Mega Knight
Fisherman
Wizard Skeleton Army Mega Knight Archers Witch Fisherman

Counters to secondary win conditions

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

Skeleton Army Mega Knight Archers Witch Fisherman
Archers Wizard Fisherman Mega Knight
Skeleton Army Mega Knight Witch Fisherman
Skeleton Army Mega Knight Fisherman
Skeleton Army Witch Fisherman Mega Knight
Wizard Archers Freeze Witch
Skeleton Army Archers Witch
Mega Knight Skeleton Army Fisherman
Freeze Mega Knight Skeleton Army Witch
Witch Skeleton Army
Mega Knight Witch
Skeleton Army Mega Knight
Skeleton Army Mega Knight Wizard Witch
Wizard Archers Skeleton Army Witch Mega Knight
Skeleton Army Witch Archers Freeze Fisherman
Mega Knight Archers Wizard Freeze Witch

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.)

Freeze
Fisherman
Freeze
Wizard Mega Knight
Wizard Freeze Witch
Archers Wizard Witch
Wizard Freeze
Wizard Fisherman
Fisherman
Wizard Fisherman
Archers Wizard
Fisherman
Freeze Fisherman
Fisherman
Wizard Witch
Wizard Mega Knight
Freeze
Fisherman
Archers Wizard Fisherman Mega Knight
Wizard Witch Mega Knight
Mega Knight
Wizard
Fisherman
Freeze Wizard Witch Mega Knight
Witch Fisherman
Wizard Witch Fisherman
Wizard Witch Fisherman Mega Knight
Fisherman
Archers Wizard Witch
Wizard Freeze Witch
Wizard Mega Knight
Freeze
Mega Knight
Wizard
Archers Skeleton Army Freeze Witch
Archers Wizard Witch
Freeze
Wizard Mega Knight
Wizard
Mega Knight
Freeze Witch
Witch
Freeze Witch Mega Knight

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