My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine Goblin Giant Mother 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.

Knight Flying Machine Goblin Giant Royal Ghost Mother Witch Sparky

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Rage Tornado

Punishments

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

Goblin Giant Royal Ghost

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.

Knight Flying Machine Goblin Giant Royal Ghost

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

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
Sparky
Giant Snowball
Flying Machine
Zap
Flying Machine Goblin Giant Sparky
Barbarian Barrel
Knight Royal Ghost Sparky
The Log
Sparky
Earthquake
Arrows
Flying Machine
Royal Delivery
Knight Flying Machine Royal Ghost Mother Witch Sparky
Fireball
Flying Machine Mother Witch Sparky
Poison
Flying Machine Mother Witch Sparky
Lightning
Knight Mother Witch Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Royal Ghost Sparky

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.

Knight Rage Tornado Royal Ghost Mother Witch Sparky

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.

Rage Knight Tornado Royal Ghost Flying Machine Mother Witch Goblin Giant Sparky

Shortest cycle

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

11 Rage Knight Tornado Royal Ghost

Attack Synergies 3 10

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.

Knight
Flying Machine Mother Witch Sparky
Flying Machine
Knight Goblin Giant Royal Ghost
Rage
Sparky Goblin Giant Mother Witch
Tornado
Sparky Goblin Giant
Goblin Giant
Sparky Flying Machine Rage Tornado Mother Witch
Royal Ghost
Flying Machine Mother Witch
Mother Witch
Knight Rage Goblin Giant Royal Ghost
Sparky
Rage Tornado Goblin Giant Knight

Defense Synergies 1 10

Knight
Flying Machine Tornado Mother Witch Sparky
Flying Machine
Knight Royal Ghost
Rage
Tornado
Sparky Knight Goblin Giant Mother Witch Sparky
Goblin Giant
Tornado Sparky
Royal Ghost
Flying Machine Mother Witch
Mother Witch
Knight Tornado Royal Ghost
Sparky
Tornado Knight Tornado Goblin Giant

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 Flying Machine Goblin Giant Sparky
Sparky Knight Flying Machine
Tornado Sparky Knight
Sparky Knight
Tornado Sparky
Tornado Flying Machine Royal Ghost Mother Witch
Tornado Flying Machine
Flying Machine Goblin Giant Sparky
Sparky Tornado
Knight Tornado Royal Ghost Sparky
Mother Witch Knight Flying Machine Tornado Goblin Giant Royal Ghost
Flying Machine Tornado
Sparky Knight Flying Machine
Sparky Tornado Royal Ghost
Sparky Knight
Tornado Sparky
Sparky Knight Tornado
Knight Flying Machine Tornado Royal Ghost
Tornado Knight Flying Machine Royal Ghost Mother Witch
Sparky Tornado
Royal Ghost Knight Flying Machine Goblin Giant Mother Witch Sparky

Counters to secondary win conditions

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

Knight Royal Ghost Sparky
Knight Flying Machine Royal Ghost
Knight Goblin Giant Sparky
Knight Tornado Goblin Giant Sparky
Knight Goblin Giant Sparky
Mother Witch Flying Machine Tornado Goblin Giant
Sparky Knight Flying Machine Goblin Giant
Knight Goblin Giant Sparky
Knight Flying Machine Tornado Sparky
Goblin Giant Sparky
Knight Flying Machine Sparky
Tornado Goblin Giant
Knight Goblin Giant Sparky
Flying Machine Sparky
Sparky Knight Flying Machine Tornado Goblin Giant
Flying Machine Royal Ghost Mother Witch Sparky

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 Flying Machine Royal Ghost Sparky
Flying Machine Tornado Royal Ghost
Flying Machine Goblin Giant Sparky
Knight Flying Machine Sparky
Sparky
Mother Witch Flying Machine Tornado Goblin Giant
Flying Machine Tornado Sparky
Flying Machine Tornado
Flying Machine Tornado
Tornado Sparky
Knight Flying Machine Tornado Sparky
Flying Machine Tornado
Flying Machine Knight Sparky
Flying Machine
Flying Machine Sparky
Flying Machine Sparky
Flying Machine Sparky
Tornado Sparky
Sparky
Flying Machine Sparky
Flying Machine Tornado Mother Witch
Sparky
Tornado
Tornado Sparky
Flying Machine
Tornado Mother Witch Sparky
Flying Machine Tornado Royal Ghost Sparky
Flying Machine Tornado Sparky
Tornado Sparky
Flying Machine Tornado Mother Witch Sparky
Flying Machine
Sparky
Sparky
Sparky
Sparky
Sparky
Flying Machine
Flying Machine Tornado
Knight Flying Machine Sparky
Flying Machine
Tornado Sparky
Flying Machine Sparky
Flying Machine Tornado Sparky
Flying Machine Tornado
Flying Machine Tornado Goblin Giant Royal Ghost Sparky

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