My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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 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.

Firecracker 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 Firecracker Royal Giant Witch Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Rocket

Punishments

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

Royal Giant Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Knight Royal Giant Heal Spirit 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.

Firecracker

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
Royal Giant
Giant Snowball
Witch
Zap
Firecracker Royal Giant Witch
Barbarian Barrel
Knight Firecracker Heal Spirit Witch
The Log
Firecracker Royal Giant Heal Spirit Witch
Earthquake
Firecracker Witch
Arrows
Firecracker Heal Spirit Witch
Royal Delivery
Knight Firecracker Heal Spirit Witch
Fireball
Firecracker Witch
Poison
Firecracker Witch
Lightning
Knight Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Rocket 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 Knight Heal Spirit Rocket 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.

Royal Giant

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.

Heal Spirit 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Arrows Knight Firecracker Witch Royal Giant Rocket Mega Knight

Shortest cycle

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

10 Heal Spirit Arrows Knight Firecracker

Attack Synergies 4 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.

Arrows
Royal Giant Knight Mega Knight
Knight
Firecracker Arrows Heal Spirit Witch
Firecracker
Knight Royal Giant Mega Knight
Royal Giant
Arrows Firecracker Heal Spirit Rocket Witch
Heal Spirit
Royal Giant Knight Witch Mega Knight
Rocket
Royal Giant
Witch
Knight Royal Giant Heal Spirit Mega Knight
Mega Knight
Arrows Firecracker Heal Spirit Witch

Defense Synergies 2 4

Arrows
Mega Knight Knight
Knight
Firecracker Arrows Witch
Firecracker
Knight Mega Knight
Royal Giant
Heal Spirit
Rocket
Witch
Knight Mega Knight
Mega Knight
Arrows Firecracker 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.

Rocket Knight Firecracker
Knight Firecracker Witch Mega Knight
Rocket Witch Mega Knight Knight
Witch Knight Firecracker Mega Knight
Arrows Firecracker Rocket Mega Knight
Arrows Firecracker Mega Knight
Rocket Arrows Firecracker Witch
Rocket Arrows Mega Knight
Witch
Knight Firecracker Mega Knight
Witch Arrows Knight Firecracker Mega Knight
Arrows Firecracker Witch
Mega Knight Knight Rocket Witch
Rocket Mega Knight Arrows Firecracker Witch
Knight Mega Knight
Rocket Mega Knight
Mega Knight Arrows Knight Firecracker Witch
Arrows Mega Knight Knight Firecracker Witch
Arrows Witch Knight Firecracker Mega Knight
Mega Knight Arrows Knight Firecracker Witch

Counters to secondary win conditions

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

Knight Mega Knight Witch
Arrows Knight Firecracker Rocket Mega Knight
Mega Knight Knight Rocket Witch
Rocket Mega Knight Knight
Knight Witch Mega Knight
Arrows Firecracker Rocket Witch
Rocket Knight Witch
Mega Knight Knight
Rocket Mega Knight Knight Firecracker Witch
Witch
Mega Knight Knight Witch
Rocket Mega Knight Arrows
Rocket Mega Knight Knight Witch
Firecracker Witch Mega Knight
Witch Knight Firecracker Rocket
Arrows Mega Knight Firecracker Witch
Arrows
Mega 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.)

Arrows Knight Firecracker Rocket
Arrows Firecracker
Rocket Arrows
Arrows Knight Firecracker Rocket
Rocket Arrows Firecracker Mega Knight
Arrows Firecracker Rocket Witch
Arrows Firecracker Witch
Arrows Firecracker
Arrows Firecracker
Rocket
Firecracker Rocket Arrows Knight
Arrows Firecracker Rocket
Rocket Knight Firecracker
Arrows Firecracker Rocket
Arrows Firecracker
Rocket Arrows Firecracker Witch
Arrows Firecracker Rocket Mega Knight
Arrows Rocket
Rocket
Rocket Arrows Firecracker Mega Knight
Rocket Arrows Firecracker Witch Mega Knight
Rocket Mega Knight
Rocket Arrows
Rocket
Rocket Arrows
Arrows Firecracker Witch Mega Knight
Witch
Arrows Firecracker Witch
Arrows Witch Mega Knight
Rocket Arrows Firecracker
Arrows Firecracker Witch
Rocket Firecracker Witch
Arrows Rocket Mega Knight
Rocket Arrows Firecracker
Mega Knight
Rocket Arrows Firecracker
Rocket Witch
Rocket Arrows Firecracker Witch
Arrows
Knight Firecracker Rocket Mega Knight
Arrows Firecracker
Rocket Arrows
Firecracker Mega Knight
Firecracker Rocket Witch
Firecracker Rocket Witch
Firecracker Rocket Witch Mega Knight
Firecracker Rocket Mega Knight

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