My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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!
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.

Bats Minions 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.

Bats Giant Witch Royal Ghost Mega Knight

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.

Arrows

Punishments

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

Giant Royal Ghost 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.

Goblins Giant Royal Ghost 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.

Royal Ghost

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
Bats Minions Giant
Giant Snowball
Goblins Bats Minions Witch
Zap
Goblins Bats Minions Witch
Barbarian Barrel
Goblins Witch Royal Ghost
The Log
Goblins Witch
Earthquake
Witch
Arrows
Goblins Bats Minions Witch
Royal Delivery
Goblins Bats Minions Witch Royal Ghost
Fireball
Minions Witch
Poison
Bats Minions Witch
Lightning
Witch
Rocket
Witch

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 Royal Ghost 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.

Bats Arrows Royal Ghost 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.

Goblins Minions 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.

Goblins Bats Arrows Minions Royal Ghost Giant Witch Mega Knight

Shortest cycle

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

10 Goblins Bats Arrows Minions

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.

Goblins
Giant
Bats
Giant Mega Knight Minions
Arrows
Giant Mega Knight
Minions
Giant Mega Knight Bats
Giant
Bats Arrows Minions Goblins Witch Royal Ghost
Witch
Giant Royal Ghost Mega Knight
Royal Ghost
Giant Witch Mega Knight
Mega Knight
Bats Minions Arrows Witch Royal Ghost

Defense Synergies 1 6

Goblins
Bats
Minions Mega Knight
Arrows
Mega Knight
Minions
Bats Mega Knight
Giant
Witch
Royal Ghost Mega Knight
Royal Ghost
Witch Mega Knight
Mega Knight
Arrows Bats Minions Witch Royal Ghost

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.

Minions
Goblins Bats Minions Witch Mega Knight
Witch Mega Knight Goblins Bats Minions
Witch Goblins Bats Minions Mega Knight
Arrows Mega Knight
Arrows Goblins Bats Minions Royal Ghost Mega Knight
Bats Minions Arrows Witch
Arrows Mega Knight
Witch Goblins Minions
Goblins Royal Ghost Mega Knight
Goblins Bats Minions Witch Arrows Royal Ghost Mega Knight
Arrows Minions Bats Witch
Mega Knight Bats Minions Witch
Mega Knight Goblins Bats Arrows Minions Witch Royal Ghost
Mega Knight
Mega Knight
Mega Knight Goblins Bats Arrows Minions Witch
Arrows Mega Knight Goblins Bats Minions Witch Royal Ghost
Arrows Witch Bats Minions Royal Ghost Mega Knight
Royal Ghost Mega Knight Goblins Bats Arrows Minions Witch

Counters to secondary win conditions

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

Mega Knight Goblins Witch Royal Ghost
Arrows Royal Ghost Mega Knight
Mega Knight Goblins Bats Minions Witch
Mega Knight Bats
Witch Mega Knight
Arrows Bats Minions Witch
Goblins Bats Minions Witch
Mega Knight
Mega Knight Goblins Bats Minions Witch
Witch
Mega Knight Bats Minions Witch
Mega Knight Arrows
Mega Knight Witch
Witch Mega Knight
Witch Goblins Bats Minions
Bats Arrows Minions Mega Knight Witch Royal Ghost

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 Royal Ghost
Arrows Royal Ghost
Arrows
Arrows
Arrows Mega Knight
Arrows Bats Minions Witch
Arrows Witch
Arrows
Arrows
Goblins Bats Minions
Arrows
Arrows
Arrows Minions
Arrows
Arrows Witch
Arrows Mega Knight
Arrows
Bats Minions
Arrows Mega Knight
Arrows Witch Mega Knight
Minions Mega Knight
Arrows
Arrows
Arrows Witch Mega Knight
Witch
Arrows Witch Royal Ghost
Arrows Witch Mega Knight
Arrows
Bats Arrows Witch
Bats Minions Witch
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Minions Witch
Arrows Witch
Arrows
Mega Knight
Arrows
Arrows
Mega Knight
Bats Minions Witch
Bats Witch
Witch Royal Ghost Mega Knight

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