My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Mediocre
F2P score
RIP

3 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!
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.

Magic Archer

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 Elixir Collector Giant Skeleton Royal Ghost Magic Archer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Tornado Poison

Punishments

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

Royal Ghost

Pump responses

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

Elixir Collector Poison

Dropped at the bridge

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

Knight Giant Skeleton Royal Ghost Magic Archer

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.

Giant Skeleton Royal Ghost Magic Archer

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 Giant Skeleton
Giant Snowball
Guards
Zap
Guards
Barbarian Barrel
Knight Guards Giant Skeleton Royal Ghost Magic Archer
The Log
Guards Giant Skeleton
Earthquake
Elixir Collector Guards
Arrows
Guards
Royal Delivery
Knight Guards Giant Skeleton Royal Ghost Magic Archer
Fireball
Elixir Collector Magic Archer
Poison
Elixir Collector Guards Magic Archer
Lightning
Knight Elixir Collector Magic Archer
Rocket
Elixir Collector Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Tornado Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Poison Royal Ghost Magic Archer

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 Elixir Collector Guards Tornado Poison Giant Skeleton Royal Ghost

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.

Knight Guards Tornado Royal Ghost Poison Magic Archer Elixir Collector Giant Skeleton

Shortest cycle

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

12 Knight Guards Tornado Royal Ghost

Attack Synergies 1 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.

Knight
Poison Magic Archer
Elixir Collector
Guards
Tornado
Magic Archer Poison Giant Skeleton
Poison
Knight Tornado Giant Skeleton Royal Ghost
Giant Skeleton
Tornado Poison Magic Archer
Royal Ghost
Poison Magic Archer
Magic Archer
Tornado Knight Giant Skeleton Royal Ghost

Defense Synergies 2 8

Knight
Magic Archer Tornado Poison
Elixir Collector
Guards
Poison Giant Skeleton Magic Archer
Tornado
Magic Archer Knight Poison Giant Skeleton
Poison
Knight Guards Tornado
Giant Skeleton
Guards Tornado Magic Archer
Royal Ghost
Magic Archer
Knight Tornado Guards Giant Skeleton

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.

Knight Magic Archer
Knight
Tornado Knight Giant Skeleton
Knight Guards
Tornado Poison Giant Skeleton
Tornado Guards Royal Ghost Magic Archer
Tornado Poison Magic Archer
Poison Giant Skeleton Magic Archer
Tornado
Knight Guards Tornado Giant Skeleton Royal Ghost
Guards Poison Knight Tornado Giant Skeleton Royal Ghost Magic Archer
Tornado Poison Magic Archer
Knight Guards Giant Skeleton
Guards Tornado Poison Royal Ghost Magic Archer
Knight
Tornado
Knight Tornado Poison
Knight Guards Tornado Royal Ghost Magic Archer
Tornado Poison Knight Guards Giant Skeleton Royal Ghost Magic Archer
Tornado
Royal Ghost Knight Guards Poison Giant Skeleton

Counters to secondary win conditions

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

Knight Guards Giant Skeleton Royal Ghost
Poison Knight Royal Ghost Magic Archer
Guards Giant Skeleton Knight
Guards Giant Skeleton Knight Tornado
Giant Skeleton Knight Guards
Poison Tornado Magic Archer
Guards Knight Giant Skeleton
Giant Skeleton Knight
Giant Skeleton Knight Tornado Poison Magic Archer
Guards
Knight Guards Giant Skeleton
Guards Tornado Poison Giant Skeleton
Giant Skeleton Knight Guards
Magic Archer
Guards Knight Tornado Poison Giant Skeleton Magic Archer
Poison Giant Skeleton Royal Ghost Magic Archer

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.)

Poison Magic Archer Knight Guards Giant Skeleton Royal Ghost
Poison Tornado Royal Ghost Magic Archer
Poison Giant Skeleton Magic Archer
Knight Guards Poison Giant Skeleton
Poison Magic Archer
Poison Tornado Magic Archer
Tornado Poison Magic Archer
Poison Tornado Magic Archer
Poison Tornado
Guards Tornado Poison
Poison Knight Tornado Magic Archer
Poison Tornado Magic Archer
Poison Knight Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison Magic Archer
Magic Archer Poison
Tornado Poison
Poison Magic Archer
Tornado Poison Magic Archer
Poison Giant Skeleton Magic Archer
Tornado Poison
Tornado
Poison
Tornado Poison Magic Archer
Poison Tornado Royal Ghost Magic Archer
Tornado Poison Magic Archer
Poison Tornado Magic Archer
Poison Tornado Magic Archer
Guards Poison
Poison Magic Archer
Poison Magic Archer
Giant Skeleton
Poison Magic Archer
Guards Magic Archer
Poison Tornado Magic Archer
Poison Knight Magic Archer
Poison Magic Archer
Tornado Poison Giant Skeleton
Guards Tornado Poison Giant Skeleton Magic Archer
Tornado Poison Magic Archer
Poison Tornado Giant Skeleton Royal Ghost Magic Archer

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