My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Phoenix Mother Witch Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

Deck tips

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

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.

Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Battle Ram Witch Balloon Electro Giant Bandit

Offensive cards

Win conditions

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

Battle Ram Balloon Electro Giant

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.

Battle Ram Balloon Bandit

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.

Heal Spirit Battle Ram Balloon Electro Giant Bandit

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 Bandit

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 Balloon Bandit
Giant Snowball
Cannon Battle Ram Witch Balloon
Zap
Cannon Battle Ram Witch Balloon Bandit
Barbarian Barrel
Cannon Heal Spirit Battle Ram Witch Bandit
The Log
Cannon Heal Spirit Battle Ram Witch Bandit
Earthquake
Cannon Witch
Arrows
Heal Spirit Witch
Royal Delivery
Heal Spirit Battle Ram Witch Balloon Bandit
Fireball
Cannon Battle Ram Witch Balloon Bandit
Poison
Cannon Witch Balloon
Lightning
Cannon Battle Ram Witch Balloon Bandit
Rocket
Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant

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.

Heal Spirit Battle Ram Rage Electro 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.

Heal Spirit 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Rage Cannon Bandit Battle Ram Witch Balloon Electro Giant

Shortest cycle

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

9 Heal Spirit Rage Cannon Bandit

Attack Synergies 4 6

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.

Cannon
Heal Spirit
Balloon Battle Ram Witch Bandit
Battle Ram
Bandit Heal Spirit Witch
Rage
Witch Balloon
Witch
Rage Heal Spirit Battle Ram Bandit
Balloon
Heal Spirit Rage Bandit
Electro Giant
Bandit
Battle Ram Heal Spirit Witch Balloon

Defense Synergies 0 4

Cannon
Witch Electro Giant Bandit
Heal Spirit
Battle Ram
Rage
Witch
Cannon Bandit
Balloon
Electro Giant
Cannon
Bandit
Cannon 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.

Cannon
Cannon Witch Bandit
Cannon Witch Bandit
Cannon Witch Bandit
Cannon Bandit
Cannon Witch
Cannon Electro Giant Bandit
Cannon Witch
Cannon Bandit
Witch Cannon Electro Giant Bandit
Witch
Cannon Witch Bandit
Cannon Witch
Cannon Bandit
Cannon Electro Giant Bandit
Cannon Witch
Cannon Witch Bandit
Witch Cannon Bandit
Cannon
Cannon Witch Electro Giant Bandit

Counters to secondary win conditions

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

Witch Electro Giant Bandit
Bandit
Bandit Witch
Bandit
Cannon Witch Bandit
Electro Giant Witch
Witch Bandit
Witch Bandit
Witch Cannon
Witch
Electro Giant
Cannon Witch Bandit
Cannon Witch Electro Giant
Witch Electro Giant
Cannon Witch Electro Giant

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.)

Bandit
Bandit
Bandit
Electro Giant Witch
Witch
Bandit
Bandit
Bandit
Bandit
Witch Bandit
Bandit
Bandit
Witch Electro Giant
Electro Giant Witch
Witch
Witch Bandit
Witch Bandit
Bandit
Witch Electro Giant
Witch Electro Giant
Bandit
Witch Bandit
Witch
Electro Giant
Electro Giant Witch
Witch
Witch Electro Giant Bandit

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