My Best Clash Royale Deck

Deck Check Rating

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

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

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.

Knight Mega Minion Elixir Collector Rage Skeleton Army

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.

Skeleton Army

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.

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.

Mediocre

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 Skeleton Army 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
Mega Minion
Zap Knight Giant
Giant
Zap Mega Minion Rage Witch
Elixir Collector
Rage
Giant Witch
Skeleton Army
Witch
Rage Zap Knight Giant

Defense Synergies 2 7

Zap
Mega Minion Knight Skeleton Army Witch
Knight
Mega Minion Zap Skeleton Army Witch
Mega Minion
Zap Knight Skeleton Army Witch
Giant
Elixir Collector
Rage
Skeleton Army
Zap Knight Mega Minion
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
Skeleton Army Zap Knight Mega Minion Witch
Skeleton Army Witch Knight Mega Minion
Skeleton Army Witch Knight Mega Minion
Skeleton Army
Skeleton Army Zap Mega Minion
Mega Minion Zap Witch
Zap
Witch Skeleton Army
Knight Skeleton Army
Skeleton Army Witch Zap Knight Mega Minion
Mega Minion Zap Witch
Skeleton Army Zap Knight Witch
Skeleton Army Zap Mega Minion Witch
Skeleton Army Knight
Skeleton Army Zap
Knight Skeleton Army Witch
Zap Knight Mega Minion Skeleton Army Witch
Zap Witch Knight Mega Minion
Skeleton Army Knight Witch

Counters to secondary win conditions

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

Knight Skeleton Army Zap Witch
Zap Knight Mega Minion
Skeleton Army Zap Knight Witch
Skeleton Army Zap Knight
Knight Skeleton Army Witch
Zap Witch
Skeleton Army Knight Mega Minion Witch
Knight Skeleton Army
Zap Knight Mega Minion Skeleton Army Witch
Witch Mega Minion Skeleton Army
Knight Mega Minion Witch
Skeleton Army Zap
Skeleton Army Knight Witch
Skeleton Army Witch
Skeleton Army Witch Zap Knight Mega Minion
Zap 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
Zap
Zap Mega Minion Witch
Witch
Zap
Zap
Zap Knight
Zap
Knight
Zap
Zap Witch
Zap Mega Minion
Zap Witch
Zap
Zap Witch
Mega Minion Witch
Zap Witch
Zap Witch
Zap
Zap Witch
Zap Mega Minion Witch
Mega Minion
Zap
Zap
Zap Skeleton Army Witch
Zap Mega Minion Witch
Knight Mega Minion
Zap
Zap
Mega Minion
Zap Witch
Zap Witch
Zap Witch

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