My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
RIP

2 problems 4 warnings Why?

Missing cards in your collection

Void Goblin Drill Fisherman 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 direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 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 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 Phoenix Mother Witch Little Prince

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.

Giant Giant Skeleton Phoenix Mother Witch Sparky Little Prince

Offensive cards

Win conditions

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

Giant

Damage spells

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

Missing

Punishments

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

Giant

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 Heal Spirit Giant Giant Skeleton Phoenix

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

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
Giant Giant Skeleton Phoenix Sparky
Giant Snowball
Fire Spirit Little Prince
Zap
Fire Spirit Sparky Little Prince
Barbarian Barrel
Fire Spirit Heal Spirit Giant Skeleton Sparky Little Prince
The Log
Fire Spirit Heal Spirit Giant Skeleton Sparky Little Prince
Earthquake
Arrows
Fire Spirit Heal Spirit Little Prince
Royal Delivery
Fire Spirit Heal Spirit Giant Skeleton Mother Witch Sparky Little Prince
Fireball
Mother Witch Sparky Little Prince
Poison
Phoenix Mother Witch Sparky Little Prince
Lightning
Phoenix Mother Witch Sparky Little Prince
Rocket
Phoenix Sparky Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Sparky

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 Giant Skeleton Mother Witch Sparky

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

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 Heal Spirit Little Prince Phoenix Mother Witch Giant Giant Skeleton Sparky

Shortest cycle

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

9 Fire Spirit Heal Spirit Little Prince Phoenix

Attack Synergies 1 12

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
Giant Giant Skeleton Phoenix Mother Witch Sparky
Heal Spirit
Giant Giant Skeleton Sparky
Giant
Sparky Fire Spirit Heal Spirit Mother Witch Little Prince
Giant Skeleton
Fire Spirit Heal Spirit Mother Witch Sparky
Phoenix
Fire Spirit
Mother Witch
Fire Spirit Giant Giant Skeleton
Sparky
Giant Fire Spirit Heal Spirit Giant Skeleton
Little Prince
Giant

Defense Synergies 0 6

Fire Spirit
Giant Skeleton Phoenix Sparky
Heal Spirit
Giant
Giant Skeleton
Fire Spirit Mother Witch Little Prince
Phoenix
Fire Spirit Little Prince
Mother Witch
Giant Skeleton
Sparky
Fire Spirit
Little Prince
Giant Skeleton Phoenix

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.

Sparky
Sparky Phoenix
Sparky Fire Spirit Giant Skeleton
Sparky Phoenix
Giant Skeleton Sparky
Fire Spirit Mother Witch
Fire Spirit Phoenix Little Prince
Giant Skeleton Phoenix Sparky
Sparky Phoenix
Fire Spirit Giant Skeleton Phoenix Sparky Little Prince
Mother Witch Giant Skeleton
Phoenix
Sparky Fire Spirit Giant Skeleton
Fire Spirit Sparky
Sparky Phoenix
Sparky
Sparky
Fire Spirit Little Prince
Fire Spirit Giant Skeleton Mother Witch Little Prince
Sparky Phoenix
Fire Spirit Giant Skeleton Mother Witch Sparky Little Prince

Counters to secondary win conditions

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

Giant Skeleton Sparky
Phoenix
Giant Skeleton Sparky
Giant Skeleton Phoenix Sparky
Giant Skeleton Phoenix Sparky
Fire Spirit Mother Witch
Sparky Giant Skeleton Phoenix
Giant Skeleton Phoenix Sparky
Giant Skeleton Phoenix Sparky
Phoenix Sparky
Giant Skeleton Phoenix Sparky
Giant Skeleton Phoenix
Giant Skeleton Sparky
Sparky
Phoenix Sparky Giant Skeleton Little Prince
Giant Skeleton Phoenix Mother Witch Sparky

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 Sparky
Giant Skeleton Sparky
Giant Skeleton Sparky
Fire Spirit Sparky
Mother Witch Fire Spirit
Fire Spirit Sparky
Fire Spirit
Fire Spirit Sparky
Sparky
Fire Spirit
Fire Spirit Sparky
Sparky
Sparky
Sparky
Sparky
Sparky
Fire Spirit Sparky
Fire Spirit Mother Witch Little Prince
Giant Skeleton Sparky
Sparky
Mother Witch Fire Spirit Sparky Little Prince
Sparky
Sparky
Sparky
Fire Spirit Mother Witch Sparky Little Prince
Sparky
Sparky
Sparky
Giant Skeleton Sparky
Sparky
Fire Spirit
Fire Spirit
Sparky
Giant Skeleton Sparky
Sparky
Giant Skeleton Sparky
Giant Skeleton Sparky Little Prince

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