My Best Clash Royale Deck

Deck Check Rating

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

2 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-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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.

Goblin Giant Mother Witch Little Prince

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 Battle Ram Giant Skeleton Goblin Giant Mother Witch Little Prince

Offensive cards

Win conditions

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

Battle Ram Goblin Giant

Damage spells

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

Zap Arrows

Punishments

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

Battle Ram Goblin Giant

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 Battle Ram Giant Skeleton Goblin Giant

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

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
Battle Ram Giant Skeleton
Giant Snowball
Battle Ram Little Prince
Zap
Battle Ram Goblin Giant Little Prince
Barbarian Barrel
Knight Battle Ram Giant Skeleton Little Prince
The Log
Battle Ram Giant Skeleton Little Prince
Earthquake
Arrows
Little Prince
Royal Delivery
Knight Battle Ram Giant Skeleton Mother Witch Little Prince
Fireball
Battle Ram Mother Witch Little Prince
Poison
Mother Witch Little Prince
Lightning
Knight Battle Ram Mother Witch Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

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 Battle Ram Giant Skeleton Mother 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Arrows Knight Little Prince Battle Ram Mother Witch Giant Skeleton Goblin Giant

Shortest cycle

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

11 Zap Arrows Knight Little Prince

Attack Synergies 4 15

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 Battle Ram Goblin Giant Knight Giant Skeleton Mother Witch Little Prince
Arrows
Zap Knight Battle Ram Giant Skeleton Goblin Giant Mother Witch
Knight
Battle Ram Zap Arrows Mother Witch Little Prince
Battle Ram
Zap Knight Arrows Mother Witch
Giant Skeleton
Zap Arrows Mother Witch
Goblin Giant
Zap Arrows Mother Witch Little Prince
Mother Witch
Zap Arrows Knight Battle Ram Giant Skeleton Goblin Giant
Little Prince
Zap Knight Goblin Giant

Defense Synergies 2 12

Zap
Goblin Giant Arrows Knight Giant Skeleton Mother Witch Little Prince
Arrows
Zap Knight Giant Skeleton Mother Witch Little Prince
Knight
Little Prince Zap Arrows Mother Witch
Battle Ram
Giant Skeleton
Zap Arrows Mother Witch Little Prince
Goblin Giant
Zap
Mother Witch
Zap Arrows Knight Giant Skeleton
Little Prince
Knight Zap Arrows 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.

Zap Knight Goblin Giant
Zap Knight
Knight Giant Skeleton
Knight
Arrows Giant Skeleton
Arrows Zap Mother Witch
Zap Arrows Little Prince
Zap Arrows Giant Skeleton Goblin Giant
Knight Giant Skeleton Little Prince
Mother Witch Zap Arrows Knight Giant Skeleton Goblin Giant
Arrows Zap
Zap Knight Giant Skeleton
Zap Arrows
Knight
Zap
Arrows Knight
Arrows Zap Knight Little Prince
Zap Arrows Knight Giant Skeleton Mother Witch Little Prince
Arrows Knight Giant Skeleton Goblin Giant Mother Witch Little Prince

Counters to secondary win conditions

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

Knight Zap Giant Skeleton
Zap Arrows Knight
Giant Skeleton Zap Knight Goblin Giant
Giant Skeleton Zap Knight Goblin Giant
Giant Skeleton Knight Goblin Giant
Arrows Mother Witch Zap Goblin Giant
Knight Giant Skeleton Goblin Giant
Giant Skeleton Knight Goblin Giant
Zap Giant Skeleton Knight
Goblin Giant
Knight Giant Skeleton
Zap Arrows Giant Skeleton Goblin Giant
Giant Skeleton Knight Goblin Giant
Zap Knight Giant Skeleton Goblin Giant Little Prince
Arrows Zap Giant Skeleton Mother 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 Giant Skeleton
Arrows Zap
Arrows Giant Skeleton Goblin Giant
Arrows Knight Giant Skeleton
Zap Arrows
Arrows Mother Witch Zap Goblin Giant
Arrows
Arrows Zap
Arrows Zap
Zap Arrows Knight
Zap Arrows
Knight
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Zap Arrows
Zap Arrows Mother Witch Little Prince
Giant Skeleton
Arrows
Zap Arrows
Zap Arrows Mother Witch Little Prince
Arrows Zap
Zap Arrows
Zap Arrows
Zap Arrows Mother Witch Little Prince
Zap
Zap Arrows
Zap Arrows
Giant Skeleton
Arrows
Zap
Zap Arrows
Arrows
Knight
Arrows Zap
Zap Arrows Giant Skeleton
Zap Giant Skeleton
Zap
Zap Giant Skeleton Goblin Giant Little Prince

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