My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

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!
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!
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 Witch Ice Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Witch Balloon Giant Skeleton Ice Wizard Royal Ghost

Offensive cards

Win conditions

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

Balloon

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.

Balloon Royal Ghost

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.

Fire Spirit Balloon Giant Skeleton Royal Ghost

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 Giant Skeleton Royal Ghost

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
Balloon Giant Skeleton
Giant Snowball
Fire Spirit Witch Balloon
Zap
Fire Spirit Witch Balloon
Barbarian Barrel
Fire Spirit Bomb Tower Witch Giant Skeleton Ice Wizard Royal Ghost
The Log
Fire Spirit Witch Giant Skeleton
Earthquake
Bomb Tower Witch
Arrows
Fire Spirit Witch
Royal Delivery
Fire Spirit Witch Balloon Giant Skeleton Ice Wizard Royal Ghost
Fireball
Bomb Tower Witch Balloon Ice Wizard
Poison
Bomb Tower Witch Balloon Ice Wizard
Lightning
Bomb Tower Witch Balloon Ice Wizard
Rocket
Bomb Tower Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomb Tower Ice Wizard Royal Ghost

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 Rage Giant Skeleton Ice Wizard Royal Ghost

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 Witch Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Rage Ice Wizard Royal Ghost Bomb Tower Witch Balloon Giant Skeleton

Shortest cycle

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

9 Fire Spirit Rage Ice Wizard Royal Ghost

Attack Synergies 2 9

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
Balloon Giant Skeleton
Bomb Tower
Rage
Witch Balloon Giant Skeleton
Witch
Rage Giant Skeleton Royal Ghost
Balloon
Rage Fire Spirit Giant Skeleton Ice Wizard Royal Ghost
Giant Skeleton
Fire Spirit Rage Witch Balloon Ice Wizard
Ice Wizard
Balloon Giant Skeleton
Royal Ghost
Witch Balloon

Defense Synergies 0 6

Fire Spirit
Giant Skeleton
Bomb Tower
Ice Wizard
Rage
Witch
Giant Skeleton Ice Wizard Royal Ghost
Balloon
Giant Skeleton
Fire Spirit Witch Ice Wizard
Ice Wizard
Bomb Tower Witch Giant Skeleton
Royal Ghost
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.

Bomb Tower Witch Ice Wizard
Bomb Tower Witch Fire Spirit Giant Skeleton Ice Wizard
Bomb Tower Witch Ice Wizard
Bomb Tower Giant Skeleton
Fire Spirit Bomb Tower Ice Wizard Royal Ghost
Fire Spirit Bomb Tower Witch Ice Wizard
Bomb Tower Giant Skeleton
Witch Bomb Tower Ice Wizard
Fire Spirit Giant Skeleton Ice Wizard Royal Ghost
Witch Ice Wizard Bomb Tower Giant Skeleton Royal Ghost
Witch Ice Wizard
Bomb Tower Fire Spirit Witch Giant Skeleton Ice Wizard
Fire Spirit Bomb Tower Witch Royal Ghost
Bomb Tower
Bomb Tower
Bomb Tower Witch
Fire Spirit Bomb Tower Witch Ice Wizard Royal Ghost
Bomb Tower Witch Fire Spirit Giant Skeleton Ice Wizard Royal Ghost
Bomb Tower
Royal Ghost Fire Spirit Bomb Tower Witch Giant Skeleton

Counters to secondary win conditions

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

Witch Giant Skeleton Royal Ghost
Bomb Tower Royal Ghost
Giant Skeleton Bomb Tower Witch
Giant Skeleton
Giant Skeleton Witch
Fire Spirit Bomb Tower Witch Ice Wizard
Bomb Tower Witch Giant Skeleton Ice Wizard
Giant Skeleton Bomb Tower
Giant Skeleton Bomb Tower Witch
Witch
Bomb Tower Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Bomb Tower Witch
Bomb Tower Witch
Witch Bomb Tower Giant Skeleton
Bomb Tower Witch Giant Skeleton Ice Wizard Royal Ghost

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.)

Giant Skeleton Royal Ghost
Ice Wizard Royal Ghost
Giant Skeleton
Giant Skeleton
Fire Spirit
Fire Spirit Witch Ice Wizard
Fire Spirit Witch
Fire Spirit Ice Wizard
Fire Spirit
Fire Spirit
Fire Spirit
Witch
Fire Spirit
Fire Spirit Witch
Giant Skeleton
Fire Spirit Witch Ice Wizard
Witch
Witch Ice Wizard Royal Ghost
Witch
Fire Spirit Witch Ice Wizard
Witch
Giant Skeleton
Fire Spirit Witch
Fire Spirit Witch Ice Wizard
Giant Skeleton
Witch Giant Skeleton
Witch
Witch Giant Skeleton Royal Ghost

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