My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Knight Giant Witch Balloon

Offensive cards

Win conditions

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

Giant Balloon

Damage spells

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

Zap Arrows Rage

Punishments

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

Giant Balloon

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.

Knight Giant Balloon

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.

Balloon

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
Minions Giant Balloon
Giant Snowball
Minions Witch Balloon
Zap
Minions Witch Balloon
Barbarian Barrel
Knight Witch
The Log
Witch
Earthquake
Witch
Arrows
Minions Witch
Royal Delivery
Knight Minions Witch Balloon
Fireball
Minions Witch Balloon
Poison
Minions Witch Balloon
Lightning
Knight Witch Balloon
Rocket
Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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.

Arrows Knight 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.

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.

Zap Rage Arrows Knight Minions Giant Witch Balloon

Shortest cycle

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

10 Zap Rage Arrows Knight

Attack Synergies 12 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.

Zap
Arrows Giant Balloon Knight Minions Witch
Arrows
Zap Giant Balloon Knight
Knight
Minions Balloon Zap Arrows Witch
Minions
Knight Giant Rage Zap Balloon
Giant
Zap Arrows Minions Rage Witch Balloon
Rage
Minions Giant Witch Balloon
Witch
Rage Zap Knight Giant
Balloon
Zap Arrows Knight Rage Minions Giant

Defense Synergies 1 6

Zap
Arrows Knight Minions Witch
Arrows
Zap Knight
Knight
Minions Zap Arrows Witch
Minions
Knight Zap
Giant
Rage
Witch
Zap Knight
Balloon

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 Minions
Zap Knight Minions Witch
Witch Knight Minions
Witch Knight Minions
Arrows
Arrows Zap Minions
Minions Zap Arrows Witch
Zap Arrows
Witch Minions
Knight
Minions Witch Zap Arrows Knight
Arrows Minions Zap Witch
Zap Knight Minions Witch
Zap Arrows Minions Witch
Knight
Zap
Arrows Knight Minions Witch
Arrows Zap Knight Minions Witch
Zap Arrows Witch Knight Minions
Arrows Knight Minions Witch

Counters to secondary win conditions

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

Knight Zap Witch
Zap Arrows Knight
Zap Knight Minions Witch
Zap Knight
Knight Witch
Arrows Zap Minions Witch
Knight Minions Witch
Knight
Zap Knight Minions Witch
Witch
Knight Minions Witch
Zap Arrows
Knight Witch
Witch
Witch Zap Knight Minions
Arrows Minions Zap 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.)

Arrows Knight
Arrows Zap
Arrows
Arrows Knight
Zap Arrows
Arrows Zap Minions Witch
Arrows Witch
Arrows Zap
Arrows Zap
Minions
Zap Arrows Knight
Zap Arrows
Knight
Arrows Minions
Zap Arrows
Zap Arrows Witch
Arrows
Arrows
Minions
Zap Arrows
Zap Arrows Witch
Minions
Arrows
Zap Arrows
Zap Arrows Witch
Witch
Arrows Zap Witch
Zap Arrows Witch
Zap Arrows
Zap Arrows Witch
Zap Minions Witch
Zap Arrows
Zap Arrows
Arrows
Zap Minions Witch
Zap Arrows Witch
Arrows
Knight
Arrows Zap
Zap Arrows
Zap Minions Witch
Zap Witch
Zap Witch

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