My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Mega Minion 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 Mega Minion Giant Elixir Collector Witch

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Rage

Punishments

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

Giant

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Knight Barbarians Giant

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
Giant
Giant Snowball
Barbarians Mega Minion Witch
Zap
Witch
Barbarian Barrel
Knight Barbarians Witch
The Log
Barbarians Witch
Earthquake
Barbarians Elixir Collector Witch
Arrows
Witch
Royal Delivery
Knight Barbarians Mega Minion Witch
Fireball
Barbarians Mega Minion Elixir Collector Witch
Poison
Barbarians Mega Minion Elixir Collector Witch
Lightning
Knight Mega Minion Elixir Collector Witch
Rocket
Barbarians Elixir Collector Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Knight Mega Minion Elixir Collector Rage

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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Knight Mega Minion Barbarians Giant Witch Elixir Collector

Shortest cycle

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

10 Zap Rage Knight Mega Minion

Attack Synergies 6 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.

Zap
Mega Minion Giant Knight Witch
Knight
Mega Minion Zap Witch
Barbarians
Mega Minion
Zap Knight Giant
Giant
Zap Mega Minion Rage Witch
Elixir Collector
Rage
Giant Witch
Witch
Rage Zap Knight Giant

Defense Synergies 2 5

Zap
Mega Minion Knight Barbarians Witch
Knight
Mega Minion Zap Witch
Barbarians
Zap
Mega Minion
Zap Knight Witch
Giant
Elixir Collector
Rage
Witch
Zap Knight Mega Minion

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.

Zap Knight Mega Minion
Barbarians Zap Knight Mega Minion Witch
Barbarians Witch Knight Mega Minion
Barbarians Witch Knight Mega Minion
Barbarians
Zap Mega Minion
Mega Minion Zap Witch
Zap Barbarians
Barbarians Witch
Knight Barbarians
Barbarians Witch Zap Knight Mega Minion
Mega Minion Zap Witch
Barbarians Zap Knight Witch
Zap Barbarians Mega Minion Witch
Barbarians Knight
Barbarians Zap
Barbarians Knight Witch
Zap Knight Barbarians Mega Minion Witch
Zap Witch Knight Barbarians Mega Minion
Barbarians
Knight Barbarians Witch

Counters to secondary win conditions

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

Knight Barbarians Zap Witch
Zap Knight Mega Minion
Barbarians Zap Knight Witch
Zap Knight Barbarians
Barbarians Knight Witch
Zap Witch
Knight Barbarians Mega Minion Witch
Knight Barbarians
Zap Knight Barbarians Mega Minion Witch
Witch Barbarians Mega Minion
Knight Barbarians Mega Minion Witch
Zap Barbarians
Barbarians Knight Witch
Barbarians Witch
Barbarians Witch Zap Knight Mega Minion
Zap Barbarians Mega Minion 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.)

Knight
Zap
Knight Barbarians
Zap
Zap Mega Minion Witch
Witch
Zap
Zap
Zap Knight
Zap
Knight
Zap
Zap Witch
Zap Mega Minion
Zap Witch
Zap Barbarians
Zap Witch
Mega Minion Witch
Zap Witch
Zap Witch
Zap
Zap Witch
Zap Mega Minion Witch
Mega Minion
Zap
Zap
Zap Barbarians Witch
Zap Mega Minion Witch
Knight Mega Minion
Zap
Zap
Mega Minion
Zap Witch
Zap Witch
Zap Witch

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