My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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 Flying Machine

Defensive buildings

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

Cannon

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 Flying Machine Giant Skeleton

Offensive cards

Win conditions

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

Battle Ram Graveyard

Damage spells

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

Rocket

Punishments

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

Battle Ram Graveyard

Pump responses

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

Rocket Graveyard

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 Battle Ram Flying Machine Giant Skeleton

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 Graveyard

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 Giant Skeleton Graveyard
Giant Snowball
Fire Spirit Cannon Battle Ram Flying Machine Graveyard
Zap
Fire Spirit Cannon Battle Ram Flying Machine Graveyard
Barbarian Barrel
Fire Spirit Cannon Heal Spirit Battle Ram Giant Skeleton Graveyard
The Log
Fire Spirit Cannon Heal Spirit Battle Ram Giant Skeleton Graveyard
Earthquake
Cannon Graveyard
Arrows
Fire Spirit Heal Spirit Flying Machine Graveyard
Royal Delivery
Fire Spirit Heal Spirit Battle Ram Flying Machine Giant Skeleton Graveyard
Fireball
Cannon Battle Ram Flying Machine
Poison
Cannon Flying Machine Graveyard
Lightning
Cannon Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Rocket

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 Battle Ram Rocket Giant Skeleton

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.

Graveyard

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.

Good

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 Cannon Battle Ram Flying Machine Graveyard Rocket Giant Skeleton

Shortest cycle

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

9 Fire Spirit Heal Spirit Cannon Battle Ram

Attack Synergies 0 10

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
Battle Ram Giant Skeleton
Cannon
Heal Spirit
Battle Ram Giant Skeleton Graveyard
Battle Ram
Fire Spirit Heal Spirit Flying Machine Graveyard
Flying Machine
Battle Ram Giant Skeleton Graveyard
Rocket
Giant Skeleton
Fire Spirit Heal Spirit Flying Machine Graveyard
Graveyard
Heal Spirit Battle Ram Flying Machine Giant Skeleton

Defense Synergies 0 4

Fire Spirit
Giant Skeleton
Cannon
Flying Machine Rocket
Heal Spirit
Battle Ram
Flying Machine
Cannon Giant Skeleton
Rocket
Cannon
Giant Skeleton
Fire Spirit Flying Machine
Graveyard

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.

Rocket Cannon Flying Machine
Cannon Flying Machine
Cannon Rocket Fire Spirit Giant Skeleton
Cannon
Rocket Giant Skeleton
Fire Spirit Cannon Flying Machine
Rocket Fire Spirit Cannon Flying Machine
Rocket Cannon Flying Machine Giant Skeleton
Cannon
Fire Spirit Cannon Giant Skeleton
Cannon Flying Machine Giant Skeleton
Flying Machine
Cannon Fire Spirit Flying Machine Rocket Giant Skeleton
Fire Spirit Rocket Cannon
Cannon
Rocket Cannon
Cannon
Fire Spirit Cannon Flying Machine
Fire Spirit Cannon Flying Machine Giant Skeleton
Cannon
Fire Spirit Cannon Flying Machine Giant Skeleton

Counters to secondary win conditions

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

Giant Skeleton
Flying Machine Rocket
Giant Skeleton Rocket
Rocket Giant Skeleton
Giant Skeleton Cannon
Fire Spirit Rocket Flying Machine
Rocket Flying Machine Giant Skeleton
Giant Skeleton
Rocket Giant Skeleton Flying Machine
Cannon
Flying Machine Giant Skeleton
Rocket Giant Skeleton
Rocket Giant Skeleton Cannon
Cannon Flying Machine
Flying Machine Rocket Giant Skeleton
Cannon Flying Machine Giant Skeleton

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.)

Flying Machine Rocket Giant Skeleton
Flying Machine
Rocket Flying Machine Giant Skeleton
Flying Machine Rocket Giant Skeleton
Rocket Fire Spirit
Fire Spirit Flying Machine Rocket
Fire Spirit Flying Machine
Fire Spirit Flying Machine
Flying Machine
Rocket Fire Spirit
Rocket Flying Machine
Fire Spirit Flying Machine Rocket
Flying Machine Rocket Fire Spirit
Flying Machine Rocket
Flying Machine
Rocket Flying Machine
Flying Machine Rocket
Rocket
Rocket
Rocket Fire Spirit Flying Machine
Rocket Fire Spirit Flying Machine
Rocket Giant Skeleton
Rocket
Rocket
Rocket Flying Machine
Fire Spirit
Flying Machine
Flying Machine
Rocket
Fire Spirit Flying Machine
Rocket Flying Machine
Rocket
Rocket
Giant Skeleton
Rocket
Fire Spirit Flying Machine Rocket
Rocket Fire Spirit Flying Machine
Flying Machine Rocket
Flying Machine
Rocket Giant Skeleton
Flying Machine
Flying Machine Rocket Giant Skeleton
Flying Machine Rocket
Flying Machine Rocket Giant Skeleton

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