My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

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.

Witch Balloon Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Fireball Rage

Punishments

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

Balloon Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Balloon 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.

Balloon

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
Guards Skeleton Army Balloon
Giant Snowball
Guards Skeleton Army Witch Balloon
Zap
Guards Skeleton Army Witch Balloon
Barbarian Barrel
Guards Skeleton Army Witch
The Log
Guards Skeleton Army Witch
Earthquake
Guards Skeleton Army Witch
Arrows
Guards Skeleton Army Witch
Royal Delivery
Guards Skeleton Army Witch Balloon
Fireball
Skeleton Army Witch Balloon
Poison
Guards Skeleton Army Witch Balloon
Lightning
Witch Balloon
Rocket
Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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.

Arrows Rage Guards Skeleton Army 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.

Fireball 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.

Fireball 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 Guards Skeleton Army Fireball Witch Balloon Mega Knight

Shortest cycle

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

11 Rage Arrows Guards Skeleton Army

Attack Synergies 4 4

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
Fireball Balloon Mega Knight
Fireball
Arrows Mega Knight
Rage
Witch Balloon
Guards
Skeleton Army
Witch
Rage Mega Knight
Balloon
Arrows Rage Mega Knight
Mega Knight
Arrows Fireball Witch Balloon

Defense Synergies 1 5

Arrows
Mega Knight Fireball
Fireball
Arrows Mega Knight
Rage
Guards
Skeleton Army Witch
Skeleton Army
Guards
Witch
Guards Mega Knight
Balloon
Mega Knight
Arrows Fireball 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.

Fireball
Skeleton Army Witch Mega Knight
Skeleton Army Witch Mega Knight
Skeleton Army Witch Guards Mega Knight
Arrows Fireball Skeleton Army Mega Knight
Arrows Fireball Skeleton Army Guards Mega Knight
Arrows Fireball Witch
Arrows Fireball Mega Knight
Witch Skeleton Army
Guards Skeleton Army Mega Knight
Guards Skeleton Army Witch Arrows Fireball Mega Knight
Arrows Fireball Witch
Skeleton Army Mega Knight Fireball Guards Witch
Fireball Skeleton Army Mega Knight Arrows Guards Witch
Skeleton Army Mega Knight
Skeleton Army Fireball Mega Knight
Mega Knight Arrows Fireball Skeleton Army Witch
Arrows Fireball Mega Knight Guards Skeleton Army Witch
Arrows Witch Fireball Guards Mega Knight
Skeleton Army Mega Knight Arrows Fireball Guards Witch

Counters to secondary win conditions

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

Guards Skeleton Army Mega Knight Fireball Witch
Fireball Arrows Mega Knight
Guards Skeleton Army Mega Knight Witch
Guards Skeleton Army Mega Knight Fireball
Guards Skeleton Army Witch Mega Knight
Arrows Fireball Witch
Guards Skeleton Army Fireball Witch
Mega Knight Skeleton Army
Mega Knight Fireball Skeleton Army Witch
Witch Guards Skeleton Army
Mega Knight Guards Witch
Skeleton Army Mega Knight Arrows Fireball Guards
Skeleton Army Mega Knight Fireball Guards Witch
Fireball Skeleton Army Witch Mega Knight
Guards Skeleton Army Witch Fireball
Arrows Mega Knight Fireball Witch
Arrows Fireball

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.)

Fireball Arrows Guards
Arrows Fireball
Arrows Fireball
Arrows Fireball Guards
Fireball Arrows Mega Knight
Arrows Fireball Witch
Arrows Witch
Arrows Fireball
Arrows Fireball
Fireball Guards
Arrows Fireball
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Arrows Fireball Mega Knight
Arrows Fireball
Arrows Fireball Mega Knight
Arrows Fireball Witch Mega Knight
Fireball Mega Knight
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch Mega Knight
Witch
Arrows Fireball Witch
Fireball Arrows Witch Mega Knight
Fireball Arrows
Arrows Fireball Witch
Fireball Guards Witch
Fireball
Arrows Fireball Mega Knight
Arrows Fireball
Mega Knight
Arrows Fireball
Fireball Guards Skeleton Army Witch
Fireball Arrows Witch
Arrows Fireball
Fireball Mega Knight
Arrows Fireball
Arrows Fireball
Mega Knight
Fireball Guards Witch
Fireball Witch
Fireball Witch Mega Knight

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