My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 Hunter Phoenix

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.

Elixir Golem Wizard Hunter Balloon Phoenix

Offensive cards

Win conditions

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

Elixir Golem Balloon

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.

Elixir Golem Balloon

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 Heal Spirit Elixir Golem Balloon 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.

Balloon

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
Elixir Golem Balloon Phoenix
Giant Snowball
Fire Spirit Balloon
Zap
Fire Spirit Balloon
Barbarian Barrel
Fire Spirit Heal Spirit Elixir Golem Wizard Hunter
The Log
Fire Spirit Heal Spirit Elixir Golem Hunter
Earthquake
Elixir Golem
Arrows
Fire Spirit Heal Spirit
Royal Delivery
Fire Spirit Heal Spirit Elixir Golem Wizard Hunter Balloon
Fireball
Elixir Golem Wizard Hunter Balloon
Poison
Elixir Golem Wizard Hunter Balloon Phoenix
Lightning
Wizard Hunter Balloon Phoenix
Rocket
Wizard Hunter Balloon Phoenix

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Wizard Hunter

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 Elixir 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.

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

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 Elixir Golem Fireball Hunter Phoenix Wizard Balloon

Shortest cycle

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

9 Fire Spirit Heal Spirit Elixir Golem Fireball

Attack Synergies 2 11

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
Elixir Golem Balloon Phoenix
Heal Spirit
Elixir Golem Balloon Wizard Hunter
Elixir Golem
Heal Spirit Fire Spirit Fireball Wizard Hunter Balloon
Fireball
Elixir Golem
Wizard
Heal Spirit Elixir Golem Balloon
Hunter
Heal Spirit Elixir Golem Balloon
Balloon
Heal Spirit Fire Spirit Elixir Golem Wizard Hunter
Phoenix
Fire Spirit

Defense Synergies 0 1

Fire Spirit
Phoenix
Heal Spirit
Elixir Golem
Fireball
Wizard
Hunter
Balloon
Phoenix
Fire Spirit

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
Hunter Phoenix
Hunter Fire Spirit
Hunter Phoenix
Fireball
Fireball Fire Spirit Hunter
Hunter Fire Spirit Fireball Wizard Phoenix
Fireball Phoenix
Hunter Phoenix
Fire Spirit Hunter Phoenix
Fireball Wizard Hunter
Hunter Fireball Wizard Phoenix
Hunter Fire Spirit Fireball Wizard
Fire Spirit Fireball Wizard Hunter
Hunter Phoenix
Fireball Hunter
Wizard Fireball Hunter
Fire Spirit Fireball Wizard Hunter
Wizard Hunter Fire Spirit Fireball
Hunter Phoenix
Wizard Fire Spirit Fireball Hunter

Counters to secondary win conditions

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

Fireball
Fireball Wizard Hunter Phoenix
Hunter
Hunter Fireball Phoenix
Hunter Phoenix
Fire Spirit Fireball Wizard Hunter
Fireball Hunter Phoenix
Hunter Phoenix
Fireball Phoenix
Phoenix
Hunter Phoenix
Fireball Phoenix
Fireball Wizard Hunter
Wizard Fireball
Phoenix Fireball Hunter
Fireball Wizard Hunter Phoenix

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
Fireball Wizard Fire Spirit
Fireball Wizard Fire Spirit Hunter
Fire Spirit Wizard
Fireball Fire Spirit Wizard Hunter
Fireball Wizard
Fire Spirit Fireball
Fireball Wizard
Fireball Fire Spirit Wizard
Fire Spirit Fireball Hunter
Fireball
Fireball
Fireball Wizard Hunter
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard Hunter
Fire Spirit Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard Hunter
Fireball Wizard Hunter
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard Hunter
Fireball Wizard
Fireball
Fireball Wizard Hunter
Fireball
Fireball Wizard
Fire Spirit Fireball
Fireball Fire Spirit Wizard Hunter
Fireball
Fireball Wizard Hunter
Fireball Wizard
Fireball
Fireball
Fireball
Fireball

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