My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Archers Flying Machine 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 Flying Machine Giant Witch Bandit Lava Hound

Offensive cards

Win conditions

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

Giant Lava Hound

Damage spells

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

Giant Snowball

Punishments

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

Giant Bandit

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.

Flying Machine Giant Bandit Lava Hound

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.

Bandit

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 Giant Guards Bandit Lava Hound
Giant Snowball
Archers Flying Machine Guards Witch Lava Hound
Zap
Archers Flying Machine Guards Witch Bandit Lava Hound
Barbarian Barrel
Archers Guards Witch Bandit
The Log
Archers Guards Witch Bandit
Earthquake
Archers Guards Witch
Arrows
Archers Flying Machine Guards Witch Lava Hound
Royal Delivery
Archers Flying Machine Guards Witch Bandit Lava Hound
Fireball
Archers Flying Machine Witch Bandit Lava Hound
Poison
Archers Flying Machine Guards Witch Lava Hound
Lightning
Witch Bandit
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball

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.

Guards

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.

Witch Lava Hound

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Giant Snowball Archers Guards Bandit Flying Machine Giant Witch Lava Hound

Shortest cycle

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

11 Giant Snowball Archers Guards Bandit

Attack Synergies 1 17

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.

Giant Snowball
Archers Flying Machine Giant Witch Bandit Lava Hound
Archers
Giant Snowball Giant Bandit Lava Hound
Flying Machine
Lava Hound Giant Snowball Giant
Giant
Giant Snowball Archers Flying Machine Guards Witch Bandit
Guards
Giant Bandit Lava Hound
Witch
Giant Snowball Giant Bandit Lava Hound
Bandit
Giant Snowball Archers Giant Guards Witch
Lava Hound
Flying Machine Giant Snowball Archers Guards Witch

Defense Synergies 0 12

Giant Snowball
Archers Flying Machine Guards Witch Bandit
Archers
Giant Snowball Guards Witch Bandit
Flying Machine
Giant Snowball Guards Bandit
Giant
Guards
Giant Snowball Archers Flying Machine Witch
Witch
Giant Snowball Archers Guards Bandit
Bandit
Giant Snowball Archers Flying Machine Witch
Lava Hound

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.

Flying Machine
Flying Machine Witch Bandit
Witch Giant Snowball Archers Bandit
Witch Guards Bandit
Giant Snowball Archers Flying Machine Guards Bandit
Giant Snowball Archers Flying Machine Witch
Flying Machine Bandit
Witch
Guards Giant Snowball Archers Bandit
Archers Guards Witch Giant Snowball Flying Machine Bandit
Giant Snowball Archers Flying Machine Witch
Giant Snowball Flying Machine Guards Witch Bandit
Giant Snowball Guards Witch
Bandit
Giant Snowball Bandit
Witch
Giant Snowball Archers Flying Machine Guards Witch Bandit
Giant Snowball Witch Archers Flying Machine Guards Bandit
Giant Snowball Archers Flying Machine Guards Witch Bandit

Counters to secondary win conditions

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

Guards Giant Snowball Archers Witch Bandit
Bandit Giant Snowball Archers Flying Machine
Guards Bandit Witch
Guards Bandit
Guards Witch Bandit
Giant Snowball Archers Flying Machine Witch
Guards Archers Flying Machine Witch Bandit
Giant Snowball Flying Machine Witch Bandit
Witch Guards
Flying Machine Guards Witch
Giant Snowball Guards
Guards Witch Bandit
Archers Flying Machine Witch
Guards Witch Archers Flying Machine
Giant Snowball Archers Flying Machine 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.)

Flying Machine Guards Bandit
Giant Snowball Flying Machine Bandit
Flying Machine Bandit
Flying Machine Guards
Giant Snowball
Giant Snowball Flying Machine Witch
Archers Flying Machine Witch
Giant Snowball Flying Machine
Giant Snowball Flying Machine Bandit
Giant Snowball Guards
Flying Machine Bandit
Giant Snowball Archers Flying Machine
Flying Machine Giant Snowball Bandit
Flying Machine Bandit
Giant Snowball Flying Machine
Giant Snowball Flying Machine Witch Bandit
Flying Machine Bandit
Giant Snowball
Giant Snowball Archers Flying Machine Bandit
Giant Snowball Flying Machine Witch
Giant Snowball
Giant Snowball Flying Machine
Giant Snowball Witch
Witch
Giant Snowball Flying Machine Witch Bandit
Giant Snowball Flying Machine Witch Bandit
Bandit
Giant Snowball Archers Flying Machine Witch
Giant Snowball Flying Machine Guards Witch
Giant Snowball
Giant Snowball Bandit
Giant Snowball
Giant Snowball
Archers Flying Machine Guards Witch Bandit
Giant Snowball Archers Flying Machine Witch
Flying Machine
Giant Snowball Flying Machine
Giant Snowball
Flying Machine
Giant Snowball Flying Machine Guards Witch
Giant Snowball Flying Machine Witch
Giant Snowball Flying Machine Witch Bandit

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