My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Night 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.

Skeletons Knight Giant Night Witch 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 Rage

Punishments

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

Giant 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.

Electro Spirit Knight Giant 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.

Electro Spirit

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
Skeletons Giant Night Witch
Giant Snowball
Skeletons Night Witch
Zap
Skeletons Night Witch
Barbarian Barrel
Skeletons Electro Spirit Knight Night Witch
The Log
Skeletons Electro Spirit
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Night Witch
Royal Delivery
Skeletons Electro Spirit Knight Night Witch
Fireball
Night Witch
Poison
Night Witch
Lightning
Knight Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows 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.

Electro Spirit Arrows Knight Rage Night Witch Mega Knight

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.

Skeletons Electro Spirit Rage Arrows Knight Night Witch Giant Mega Knight

Shortest cycle

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

7 Skeletons Electro Spirit Rage Arrows

Attack Synergies 3 7

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.

Skeletons
Electro Spirit
Giant
Arrows
Giant Knight Night Witch Mega Knight
Knight
Arrows Night Witch
Giant
Arrows Rage Night Witch Electro Spirit
Rage
Giant Night Witch
Night Witch
Giant Arrows Knight Rage Mega Knight
Mega Knight
Arrows Night Witch

Defense Synergies 1 6

Skeletons
Electro Spirit Knight Night Witch
Electro Spirit
Skeletons
Arrows
Mega Knight Knight
Knight
Skeletons Arrows Night Witch
Giant
Rage
Night Witch
Skeletons Knight Mega Knight
Mega Knight
Arrows Night 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.

Knight
Skeletons Knight Night Witch Mega Knight
Mega Knight Skeletons Knight Night Witch
Night Witch Skeletons Knight Mega Knight
Arrows Mega Knight
Arrows Skeletons Electro Spirit Night Witch Mega Knight
Electro Spirit Arrows Night Witch
Electro Spirit Arrows Mega Knight
Skeletons Night Witch
Knight Skeletons Night Witch Mega Knight
Skeletons Electro Spirit Arrows Knight Night Witch Mega Knight
Arrows Night Witch
Night Witch Mega Knight Skeletons Knight
Mega Knight Electro Spirit Arrows Night Witch
Knight Mega Knight
Mega Knight
Mega Knight Skeletons Arrows Knight Night Witch
Arrows Mega Knight Electro Spirit Knight Night Witch
Arrows Electro Spirit Knight Mega Knight
Mega Knight Electro Spirit Arrows Knight Night Witch

Counters to secondary win conditions

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

Knight Mega Knight Skeletons
Arrows Knight Mega Knight
Mega Knight Skeletons Knight
Mega Knight Knight Night Witch
Skeletons Knight Night Witch Mega Knight
Arrows Skeletons Electro Spirit
Skeletons Knight Night Witch
Mega Knight Knight
Mega Knight Skeletons Electro Spirit Knight
Skeletons
Mega Knight Knight
Mega Knight Arrows
Mega Knight Skeletons Knight Night Witch
Mega Knight
Skeletons Electro Spirit Knight Night Witch
Arrows Mega Knight Electro Spirit

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
Arrows
Arrows
Arrows Knight
Arrows Mega Knight
Arrows Electro Spirit
Arrows
Arrows
Arrows
Night Witch
Arrows Knight
Arrows
Knight
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Night Witch
Arrows Mega Knight
Arrows Mega Knight
Night Witch Mega Knight
Arrows
Arrows
Arrows Electro Spirit Mega Knight
Arrows
Arrows Mega Knight
Arrows
Arrows Night Witch
Electro Spirit
Night Witch
Arrows Night Witch Mega Knight
Electro Spirit Arrows
Mega Knight
Arrows
Electro Spirit Night Witch
Arrows
Arrows
Knight Mega Knight
Arrows
Arrows
Mega Knight
Electro Spirit
Mega Knight

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