My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
RIP
Versatility
Great!
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 splash!

You don't have a card, that attacks air and has splash 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 splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Mega Minion Night Witch 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.

Archers Mega Minion Battle Ram Night Witch Mother Witch Golden Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Lightning

Punishments

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

Mini P.E.K.K.A Battle Ram Golden Knight

Pump responses

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

Lightning

Dropped at the bridge

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

Mini P.E.K.K.A Battle Ram

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.

Mini P.E.K.K.A Golden Knight

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 Battle Ram Night Witch
Giant Snowball
Archers Mega Minion Battle Ram Night Witch
Zap
Archers Battle Ram Night Witch
Barbarian Barrel
Archers Battle Ram Night Witch
The Log
Archers Mini P.E.K.K.A Battle Ram
Earthquake
Archers
Arrows
Archers Night Witch
Royal Delivery
Archers Mega Minion Mini P.E.K.K.A Battle Ram Night Witch Mother Witch
Fireball
Archers Mega Minion Battle Ram Night Witch Mother Witch
Poison
Archers Mega Minion Night Witch Mother Witch
Lightning
Mega Minion Mini P.E.K.K.A Battle Ram Night Witch Mother Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Mega Minion Mini P.E.K.K.A Battle Ram Night Witch Mother 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 Mega Minion Mini P.E.K.K.A Battle Ram Night Witch Mother Witch Golden Knight Lightning

Shortest cycle

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

14 Archers Mega Minion Mini P.E.K.K.A Battle Ram

Attack Synergies 0 6

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
Mini P.E.K.K.A Battle Ram
Mega Minion
Mini P.E.K.K.A
Archers Lightning
Battle Ram
Archers Lightning Mother Witch Golden Knight
Lightning
Mini P.E.K.K.A Battle Ram
Night Witch
Mother Witch
Battle Ram
Golden Knight
Battle Ram

Defense Synergies 0 8

Archers
Mega Minion Mini P.E.K.K.A Golden Knight
Mega Minion
Archers Night Witch Golden Knight
Mini P.E.K.K.A
Archers Mother Witch
Battle Ram
Lightning
Night Witch
Mega Minion Mother Witch
Mother Witch
Mini P.E.K.K.A Night Witch Golden Knight
Golden Knight
Archers Mega Minion 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.

Lightning Mega Minion Golden Knight
Mini P.E.K.K.A Mega Minion Night Witch
Mini P.E.K.K.A Archers Mega Minion Lightning Night Witch
Mini P.E.K.K.A Night Witch Mega Minion
Lightning Mini P.E.K.K.A
Archers Mega Minion Night Witch Mother Witch
Mega Minion Lightning Archers Night Witch
Lightning Golden Knight
Mini P.E.K.K.A Night Witch
Archers Mini P.E.K.K.A Night Witch
Archers Mother Witch Mega Minion Night Witch
Mega Minion Archers Night Witch
Mini P.E.K.K.A Night Witch Lightning
Mega Minion Mini P.E.K.K.A Night Witch Golden Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Lightning
Mini P.E.K.K.A Night Witch
Archers Mega Minion Night Witch Golden Knight
Archers Mega Minion Mother Witch
Mini P.E.K.K.A
Archers Mini P.E.K.K.A Night Witch Mother Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Archers
Archers Mega Minion Mini P.E.K.K.A Lightning
Mini P.E.K.K.A Lightning Golden Knight
Mini P.E.K.K.A Lightning Night Witch
Mini P.E.K.K.A Night Witch
Mother Witch Archers
Mini P.E.K.K.A Archers Mega Minion Lightning Night Witch
Mini P.E.K.K.A
Lightning Mega Minion Mini P.E.K.K.A
Mega Minion
Mega Minion Mini P.E.K.K.A Golden Knight
Lightning
Mini P.E.K.K.A Lightning Night Witch Golden Knight
Archers
Archers Mega Minion Mini P.E.K.K.A Lightning Night Witch Golden Knight
Archers Mega Minion Mini P.E.K.K.A Mother Witch Golden Knight

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.)

Lightning Golden Knight
Golden Knight
Lightning
Lightning
Mother Witch Mega Minion
Archers
Lightning
Lightning Golden Knight
Lightning Mini P.E.K.K.A Night Witch
Lightning Golden Knight
Lightning Archers
Lightning Golden Knight
Lightning
Lightning
Lightning Golden Knight
Lightning
Lightning
Mini P.E.K.K.A Lightning Night Witch
Lightning Archers Mega Minion Mini P.E.K.K.A
Lightning Mother Witch Golden Knight
Lightning Night Witch
Lightning
Lightning
Lightning
Mother Witch
Mega Minion
Lightning Golden Knight
Lightning Golden Knight
Lightning Golden Knight
Lightning Archers Night Witch Mother Witch
Lightning Mega Minion
Lightning Mega Minion Mini P.E.K.K.A Night Witch
Lightning Night Witch
Lightning
Lightning
Lightning Archers Night Witch
Lightning Archers Mega Minion
Lightning Mega Minion Mini P.E.K.K.A
Lightning
Lightning
Mega Minion
Lightning Golden Knight
Lightning
Lightning Golden Knight

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