My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Archers Wizard Electro Wizard

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.

Bats Archers Royal Giant Wizard Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Poison

Punishments

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

Royal Giant Elite Barbarians

Pump responses

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

Poison

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 Elite Barbarians

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.

Elite Barbarians Electro Wizard

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
Bats Archers Royal Giant Elite Barbarians
Giant Snowball
Fire Spirit Bats Archers
Zap
Fire Spirit Bats Archers Royal Giant
Barbarian Barrel
Fire Spirit Archers Elite Barbarians Wizard Electro Wizard
The Log
Fire Spirit Archers Royal Giant Elite Barbarians
Earthquake
Archers
Arrows
Fire Spirit Bats Archers
Royal Delivery
Fire Spirit Bats Archers Elite Barbarians Wizard Electro Wizard
Fireball
Archers Elite Barbarians Wizard Electro Wizard
Poison
Bats Archers Wizard Electro Wizard
Lightning
Elite Barbarians Wizard Electro Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Poison

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 Bats Poison

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 Elite Barbarians

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 Wizard Electro Wizard

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Archers Poison Electro Wizard Wizard Royal Giant Elite Barbarians

Shortest cycle

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

10 Fire Spirit Bats Archers Poison

Attack Synergies 3 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.

Fire Spirit
Royal Giant Elite Barbarians
Bats
Royal Giant Elite Barbarians
Archers
Royal Giant Elite Barbarians
Royal Giant
Fire Spirit Bats Poison Archers Elite Barbarians Wizard Electro Wizard
Elite Barbarians
Fire Spirit Bats Archers Royal Giant Wizard
Wizard
Royal Giant Elite Barbarians
Poison
Royal Giant
Electro Wizard
Royal Giant

Defense Synergies 0 6

Fire Spirit
Electro Wizard
Bats
Electro Wizard
Archers
Electro Wizard
Royal Giant
Elite Barbarians
Wizard
Wizard
Elite Barbarians Electro Wizard
Poison
Electro Wizard
Electro Wizard
Fire Spirit Bats Archers Wizard Poison

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.

Wizard Electro Wizard
Elite Barbarians Bats Electro Wizard
Fire Spirit Bats Archers Elite Barbarians Electro Wizard
Elite Barbarians Bats Electro Wizard
Elite Barbarians Poison
Fire Spirit Bats Archers Electro Wizard
Bats Electro Wizard Fire Spirit Archers Wizard Poison
Poison Electro Wizard
Elite Barbarians
Elite Barbarians Fire Spirit Archers Electro Wizard
Bats Archers Poison Electro Wizard Wizard
Bats Archers Wizard Poison Electro Wizard
Fire Spirit Bats Elite Barbarians Wizard Electro Wizard
Fire Spirit Wizard Bats Poison Electro Wizard
Elite Barbarians Electro Wizard
Elite Barbarians Electro Wizard
Wizard Bats Elite Barbarians Poison Electro Wizard
Fire Spirit Bats Archers Elite Barbarians Wizard Electro Wizard
Wizard Poison Fire Spirit Bats Archers Electro Wizard
Elite Barbarians Electro Wizard
Wizard Fire Spirit Bats Archers Elite Barbarians Poison Electro Wizard

Counters to secondary win conditions

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

Archers Elite Barbarians Electro Wizard
Poison Electro Wizard Archers Elite Barbarians Wizard
Bats Elite Barbarians Electro Wizard
Bats Elite Barbarians Electro Wizard
Elite Barbarians
Fire Spirit Wizard Poison Bats Archers Electro Wizard
Bats Archers Elite Barbarians Electro Wizard
Elite Barbarians
Electro Wizard Bats Elite Barbarians Poison
Bats Elite Barbarians
Elite Barbarians Poison Electro Wizard
Elite Barbarians Wizard
Wizard Archers
Elite Barbarians Electro Wizard Bats Archers Poison
Bats Poison Archers Elite Barbarians Wizard Electro Wizard

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.)

Poison
Poison Electro Wizard
Poison
Poison
Wizard Poison Fire Spirit
Wizard Poison Fire Spirit Bats
Fire Spirit Archers Wizard Poison
Poison Fire Spirit Wizard
Poison Wizard
Fire Spirit Bats Elite Barbarians Poison Electro Wizard
Poison Wizard Electro Wizard
Poison Fire Spirit Archers Wizard
Poison Fire Spirit Elite Barbarians
Poison
Elite Barbarians Poison
Wizard Poison
Wizard Poison
Poison
Bats
Fire Spirit Archers Wizard Poison Electro Wizard
Fire Spirit Wizard Poison
Poison
Wizard Poison
Poison
Poison Fire Spirit Wizard
Poison Wizard Electro Wizard
Wizard Poison
Poison
Elite Barbarians Poison Fire Spirit Bats Archers Wizard Electro Wizard
Electro Wizard Bats Wizard Poison
Elite Barbarians
Poison Wizard
Poison Electro Wizard
Wizard Poison
Electro Wizard Fire Spirit Bats Archers
Poison Fire Spirit Archers Wizard Electro Wizard
Poison Wizard Electro Wizard
Wizard Poison
Poison
Elite Barbarians
Bats Elite Barbarians Poison Electro Wizard
Bats Poison Electro Wizard
Poison Electro Wizard

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