My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Mother 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.

Battle Ram Balloon Cannon Cart Electro Giant Mother Witch

Offensive cards

Win conditions

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

Battle Ram Balloon Electro Giant

Damage spells

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

Fireball Poison

Punishments

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

Battle Ram Balloon Cannon Cart

Pump responses

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

Fireball Poison

Dropped at the bridge

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

Electro Spirit Battle Ram Balloon Cannon Cart Electro Giant

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.

Electro Spirit 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
Battle Ram Balloon Cannon Cart
Giant Snowball
Battle Ram Balloon
Zap
Battle Ram Balloon Cannon Cart
Barbarian Barrel
Electro Spirit Battle Ram Cannon Cart
The Log
Electro Spirit Battle Ram Cannon Cart
Earthquake
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Battle Ram Balloon Cannon Cart Mother Witch
Fireball
Battle Ram Balloon Cannon Cart Mother Witch
Poison
Balloon Mother Witch
Lightning
Battle Ram Balloon Cannon Cart Mother Witch
Rocket
Balloon Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Poison Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Poison Electro Giant

Ladder info

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.

Electro Spirit Battle Ram Poison Electro Giant Mother Witch

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.

Fireball

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.

Electro Spirit Fireball Battle Ram Poison Mother Witch Balloon Cannon Cart Electro Giant

Shortest cycle

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

13 Electro Spirit Fireball Battle Ram Poison

Attack Synergies 1 13

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.

Electro Spirit
Fireball Battle Ram Balloon Cannon Cart Electro Giant Mother Witch
Fireball
Electro Spirit Battle Ram
Battle Ram
Poison Electro Spirit Fireball Mother Witch
Poison
Battle Ram Balloon Cannon Cart Mother Witch
Balloon
Electro Spirit Poison
Cannon Cart
Electro Spirit Poison Mother Witch
Electro Giant
Electro Spirit Mother Witch
Mother Witch
Electro Spirit Battle Ram Poison Cannon Cart Electro Giant

Defense Synergies 0 1

Electro Spirit
Fireball
Battle Ram
Poison
Mother Witch
Balloon
Cannon Cart
Electro Giant
Mother Witch
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.

Cannon Cart Fireball
Cannon Cart
Cannon Cart
Cannon Cart
Fireball Poison
Fireball Electro Spirit Cannon Cart Mother Witch
Electro Spirit Fireball Poison
Electro Spirit Fireball Poison Cannon Cart Electro Giant
Cannon Cart
Poison Mother Witch Electro Spirit Fireball Cannon Cart Electro Giant
Fireball Poison
Fireball Cannon Cart
Fireball Electro Spirit Poison Cannon Cart
Cannon Cart
Fireball Electro Giant
Fireball Poison Cannon Cart
Fireball Electro Spirit Cannon Cart
Poison Electro Spirit Fireball Cannon Cart Mother Witch
Cannon Cart
Electro Spirit Fireball Poison Cannon Cart Electro Giant Mother Witch

Counters to secondary win conditions

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

Fireball Cannon Cart Electro Giant
Fireball Poison Cannon Cart
Cannon Cart
Fireball Cannon Cart
Cannon Cart
Fireball Poison Electro Giant Mother Witch Electro Spirit
Fireball Cannon Cart
Cannon Cart
Electro Spirit Fireball Poison Cannon Cart
Cannon Cart
Fireball Poison Electro Giant
Cannon Cart Fireball
Fireball Cannon Cart Electro Giant
Electro Giant Electro Spirit Fireball Poison Cannon Cart
Poison Electro Spirit Fireball Cannon Cart Electro Giant Mother 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 Poison
Fireball Poison
Fireball Poison Cannon Cart
Cannon Cart Fireball Poison
Fireball Poison
Fireball Poison Electro Giant Mother Witch Electro Spirit
Poison
Fireball Poison
Fireball Poison
Fireball Poison
Poison Fireball Cannon Cart
Fireball Poison
Poison Fireball Cannon Cart
Fireball Poison Cannon Cart
Fireball Poison Cannon Cart
Fireball Poison Cannon Cart
Fireball Poison Cannon Cart
Fireball Poison
Fireball Poison
Fireball Poison Electro Giant Mother Witch
Fireball Poison
Fireball Poison
Fireball Poison Cannon Cart
Poison Electro Giant Mother Witch Electro Spirit Fireball
Fireball Poison
Fireball Poison
Fireball Poison
Poison Fireball Electro Giant Mother Witch
Electro Spirit Fireball Poison Electro Giant
Fireball
Poison Fireball
Electro Spirit Fireball Poison
Fireball Poison
Electro Spirit Fireball Cannon Cart
Fireball Poison
Fireball
Fireball Poison Cannon Cart
Fireball Poison
Fireball Poison Electro Giant
Cannon Cart
Electro Giant Electro Spirit Fireball Poison
Fireball Poison
Poison Fireball Cannon Cart Electro Giant

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