My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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 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!
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.

Witch Mother Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

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

Tombstone Witch Mother Witch Sparky Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Rage

Punishments

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

Hog 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.

Hog Rider 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.

Hog 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
Hog Rider Sparky
Giant Snowball
Tombstone Hog Rider Witch
Zap
Tombstone Witch Sparky
Barbarian Barrel
Tombstone Witch Sparky
The Log
Tombstone Hog Rider Witch Sparky
Earthquake
Tombstone Hog Rider Witch
Arrows
Tombstone Witch
Royal Delivery
Hog Rider Witch Mother Witch Sparky
Fireball
Tombstone Hog Rider Witch Mother Witch Sparky
Poison
Tombstone Witch Mother Witch Sparky
Lightning
Tombstone Witch Mother Witch Sparky
Rocket
Hog Rider Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Sparky Mega Knight

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.

Arrows Tombstone Rage Mother Witch Sparky Mega Knight

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

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 Arrows Tombstone Hog Rider Mother Witch Witch Sparky Mega Knight

Shortest cycle

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

12 Rage Arrows Tombstone Hog Rider

Attack Synergies 5 8

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.

Arrows
Hog Rider Sparky Mother Witch Mega Knight
Tombstone
Hog Rider
Arrows Rage Witch Mother Witch Mega Knight
Rage
Hog Rider Witch Sparky Mother Witch
Witch
Rage Hog Rider Mega Knight
Mother Witch
Arrows Hog Rider Rage Mega Knight
Sparky
Arrows Rage
Mega Knight
Arrows Hog Rider Witch Mother Witch

Defense Synergies 1 7

Arrows
Mega Knight Tombstone Mother Witch Sparky
Tombstone
Arrows Mother Witch Sparky
Hog Rider
Rage
Witch
Mega Knight
Mother Witch
Arrows Tombstone Mega Knight
Sparky
Arrows Tombstone
Mega Knight
Arrows Witch 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.

Tombstone Sparky
Sparky Tombstone Witch Mega Knight
Witch Sparky Mega Knight Tombstone
Witch Sparky Tombstone Mega Knight
Arrows Tombstone Sparky Mega Knight
Arrows Mother Witch Mega Knight
Arrows Tombstone Witch
Arrows Sparky Mega Knight
Witch Sparky Tombstone
Sparky Mega Knight
Witch Mother Witch Arrows Tombstone Mega Knight
Arrows Witch
Tombstone Sparky Mega Knight Witch
Sparky Mega Knight Arrows Tombstone Witch
Sparky Tombstone Mega Knight
Sparky Mega Knight
Sparky Mega Knight Arrows Tombstone Witch
Arrows Tombstone Mega Knight Witch
Arrows Witch Tombstone Mother Witch Mega Knight
Sparky
Mega Knight Arrows Witch Mother Witch Sparky

Counters to secondary win conditions

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

Mega Knight Tombstone Witch Sparky
Arrows Mega Knight
Tombstone Mega Knight Witch Sparky
Mega Knight Sparky
Tombstone Witch Sparky Mega Knight
Arrows Mother Witch Witch
Sparky Tombstone Witch
Mega Knight Sparky
Mega Knight Tombstone Witch Sparky
Witch Tombstone Sparky
Mega Knight Tombstone Witch Sparky
Mega Knight Arrows
Mega Knight Tombstone Witch Sparky
Witch Sparky Mega Knight
Tombstone Witch Sparky
Arrows Mega Knight Witch 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.)

Arrows Sparky
Arrows
Arrows Sparky
Arrows Sparky
Arrows Sparky Mega Knight
Arrows Mother Witch Witch
Arrows Witch Sparky
Arrows
Arrows
Sparky
Arrows Sparky
Arrows
Sparky
Arrows
Arrows Sparky
Arrows Witch Sparky
Arrows Sparky Mega Knight
Arrows Sparky
Sparky
Arrows Sparky Mega Knight
Arrows Witch Mother Witch Mega Knight
Sparky Mega Knight
Arrows
Sparky
Arrows
Arrows Mother Witch Witch Sparky Mega Knight
Witch
Arrows Witch Sparky
Arrows Witch Sparky Mega Knight
Arrows Sparky
Arrows Witch Mother Witch Sparky
Witch
Sparky
Arrows Sparky Mega Knight
Arrows Sparky
Sparky Mega Knight
Arrows Sparky
Tombstone Witch
Arrows Witch
Arrows
Sparky Mega Knight
Arrows
Arrows Sparky
Sparky Mega Knight
Witch Sparky
Witch
Witch Sparky Mega Knight

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