My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Missing cards in your collection

Magic Archer

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 splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

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!
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.

Musketeer 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 Royal Giant Musketeer Witch Giant Skeleton

Offensive cards

Win conditions

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

Royal Giant Miner

Damage spells

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

Rage

Punishments

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

Royal Giant Miner

Pump responses

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

Miner

Dropped at the bridge

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

Knight Barbarians Royal Giant Giant Skeleton

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 Miner

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
Royal Giant Giant Skeleton Miner
Giant Snowball
Barbarians Musketeer Witch Miner
Zap
Royal Giant Witch
Barbarian Barrel
Knight Barbarians Musketeer Witch Giant Skeleton
The Log
Barbarians Royal Giant Musketeer Witch Giant Skeleton
Earthquake
Barbarians Witch
Arrows
Witch
Royal Delivery
Knight Barbarians Musketeer Witch Giant Skeleton Miner
Fireball
Barbarians Musketeer Witch
Poison
Barbarians Musketeer Witch
Lightning
Knight Musketeer Witch
Rocket
Barbarians Musketeer Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Rage Giant Skeleton Miner

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.

Royal Giant

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.

Barbarians Musketeer 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.

Rage Knight Miner Musketeer Barbarians Witch Royal Giant Giant Skeleton

Shortest cycle

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

12 Rage Knight Miner Musketeer

Attack Synergies 3 11

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
Musketeer Witch Miner
Barbarians
Royal Giant
Miner Musketeer Witch Giant Skeleton
Musketeer
Knight Royal Giant Giant Skeleton Miner
Rage
Witch Giant Skeleton
Witch
Rage Knight Royal Giant Giant Skeleton Miner
Giant Skeleton
Royal Giant Musketeer Rage Witch Miner
Miner
Royal Giant Knight Musketeer Witch Giant Skeleton

Defense Synergies 1 4

Knight
Musketeer Witch
Barbarians
Royal Giant
Musketeer
Knight Giant Skeleton Miner
Rage
Witch
Knight Giant Skeleton
Giant Skeleton
Musketeer Witch
Miner
Musketeer

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 Musketeer
Barbarians Knight Musketeer Witch
Barbarians Witch Knight Musketeer Giant Skeleton
Barbarians Witch Knight Musketeer
Barbarians Giant Skeleton
Musketeer
Musketeer Witch
Barbarians Musketeer Giant Skeleton
Barbarians Witch Musketeer
Knight Barbarians Musketeer Giant Skeleton Miner
Barbarians Witch Knight Musketeer Giant Skeleton
Musketeer Witch
Barbarians Knight Musketeer Witch Giant Skeleton
Barbarians Witch
Barbarians Knight
Barbarians
Barbarians Knight Musketeer Witch
Knight Barbarians Musketeer Witch
Witch Knight Barbarians Musketeer Giant Skeleton
Barbarians Musketeer
Knight Barbarians Musketeer Witch Giant Skeleton

Counters to secondary win conditions

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

Knight Barbarians Witch Giant Skeleton
Knight Musketeer Miner
Barbarians Giant Skeleton Knight Musketeer Witch
Giant Skeleton Knight Barbarians Musketeer
Barbarians Giant Skeleton Knight Musketeer Witch
Musketeer Witch
Knight Barbarians Musketeer Witch Giant Skeleton
Giant Skeleton Knight Barbarians
Giant Skeleton Knight Barbarians Witch
Witch Barbarians Musketeer
Knight Barbarians Musketeer Witch Giant Skeleton
Barbarians Giant Skeleton
Barbarians Giant Skeleton Knight Witch
Barbarians Musketeer Witch
Barbarians Witch Knight Musketeer Giant Skeleton
Barbarians Musketeer Witch Giant Skeleton

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 Musketeer Giant Skeleton
Musketeer Miner
Giant Skeleton Miner
Knight Barbarians Musketeer Giant Skeleton
Musketeer Witch
Musketeer Witch
Miner
Musketeer
Miner Knight Musketeer
Musketeer
Knight Musketeer Miner
Musketeer
Musketeer
Musketeer Witch
Musketeer
Musketeer
Witch Miner
Musketeer Giant Skeleton
Musketeer
Barbarians Musketeer
Witch
Witch
Miner Musketeer Witch
Musketeer Witch Miner
Miner Musketeer
Musketeer Witch
Musketeer Witch
Musketeer Miner
Giant Skeleton
Barbarians Musketeer Witch
Musketeer Witch
Miner Knight Musketeer
Musketeer
Giant Skeleton
Musketeer
Musketeer Witch Giant Skeleton
Musketeer Witch
Musketeer Witch Giant Skeleton Miner

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