My Best Clash Royale Deck

Deck Check Rating

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

1 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Fire Spirit Wizard 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.

Royal Giant Wizard Dark Prince Witch Golem

Offensive cards

Win conditions

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

Royal Giant Golem

Damage spells

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

Fireball

Punishments

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

Royal Giant Dark Prince

Pump responses

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

Fireball

Dropped at the bridge

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

Fire Spirit Royal Giant Heal Spirit Dark Prince Golem

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.

Dark Prince Golem

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 Dark Prince
Giant Snowball
Fire Spirit Witch
Zap
Fire Spirit Royal Giant Dark Prince Witch
Barbarian Barrel
Fire Spirit Heal Spirit Wizard Dark Prince Witch
The Log
Fire Spirit Royal Giant Heal Spirit Dark Prince Witch
Earthquake
Witch
Arrows
Fire Spirit Heal Spirit Witch
Royal Delivery
Fire Spirit Heal Spirit Wizard Dark Prince Witch
Fireball
Wizard Witch
Poison
Wizard Witch
Lightning
Wizard Dark Prince Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Wizard Dark Prince

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.

Fire Spirit Heal Spirit Dark Prince Golem

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 Fireball

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.

Fire Spirit Heal Spirit Fireball Wizard 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.

Fire Spirit Heal Spirit Fireball Dark Prince Wizard Witch Royal Giant Golem

Shortest cycle

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

10 Fire Spirit Heal Spirit Fireball Dark Prince

Attack Synergies 4 14

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.

Fire Spirit
Royal Giant Dark Prince Golem
Royal Giant
Fire Spirit Heal Spirit Fireball Wizard Dark Prince Witch
Heal Spirit
Royal Giant Wizard Dark Prince Witch
Fireball
Royal Giant Golem Dark Prince
Wizard
Royal Giant Heal Spirit Dark Prince Golem
Dark Prince
Fire Spirit Royal Giant Heal Spirit Fireball Wizard Witch Golem
Witch
Royal Giant Heal Spirit Dark Prince Golem
Golem
Fireball Fire Spirit Wizard Dark Prince Witch

Defense Synergies 0 3

Fire Spirit
Royal Giant
Heal Spirit
Fireball
Dark Prince
Wizard
Dark Prince
Dark Prince
Fireball Wizard Witch
Witch
Dark Prince
Golem

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.

Fireball Wizard
Dark Prince Witch
Witch Fire Spirit Dark Prince
Witch Dark Prince
Fireball Dark Prince
Fireball Fire Spirit Dark Prince
Fire Spirit Fireball Wizard Witch
Fireball
Witch
Fire Spirit Dark Prince
Witch Fireball Wizard Dark Prince
Fireball Wizard Witch
Fire Spirit Fireball Wizard Dark Prince Witch
Fire Spirit Fireball Wizard Dark Prince Witch
Fireball
Wizard Fireball Dark Prince Witch
Fire Spirit Fireball Wizard Dark Prince Witch
Wizard Witch Fire Spirit Fireball Dark Prince
Wizard Dark Prince Fire Spirit Fireball Witch

Counters to secondary win conditions

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

Fireball Dark Prince Witch
Fireball Wizard
Dark Prince Witch
Dark Prince Fireball
Dark Prince Witch
Fire Spirit Fireball Wizard Witch
Dark Prince Fireball Witch
Dark Prince
Fireball Dark Prince Witch
Witch
Dark Prince Witch
Fireball Dark Prince
Dark Prince Fireball Wizard Witch
Wizard Fireball Witch
Witch Fireball Dark Prince
Fireball Wizard Dark Prince 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.)

Fireball
Fireball
Fireball
Fireball Dark Prince
Fireball Wizard Fire Spirit Dark Prince
Fireball Wizard Fire Spirit Witch
Fire Spirit Wizard Witch
Fireball Fire Spirit Wizard
Fireball Wizard
Fire Spirit Fireball
Fireball Wizard Dark Prince
Fireball Fire Spirit Wizard
Fire Spirit Fireball
Fireball
Fireball
Fireball Wizard Witch
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard Dark Prince
Fire Spirit Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard Dark Prince Witch
Witch
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Fire Spirit Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Fire Spirit Fireball Dark Prince Witch
Fireball Fire Spirit Wizard Witch
Fireball
Fireball Wizard Dark Prince
Fireball Wizard
Fireball
Dark Prince
Fireball Witch
Fireball Witch
Fireball Dark Prince Witch

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