My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

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!
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 Wizard 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.

Bomber Wizard Witch Mega Knight

Offensive cards

Win conditions

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

Hog Rider Royal Hogs

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.

Hog Rider Royal Hogs Mega Knight

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 Hog Rider Royal Hogs Mega Knight

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.

Hog Rider Royal Hogs

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
Bomber Hog Rider Royal Hogs Guards
Giant Snowball
Fire Spirit Bomber Hog Rider Royal Hogs Guards Witch
Zap
Fire Spirit Bomber Royal Hogs Guards Witch
Barbarian Barrel
Fire Spirit Bomber Wizard Royal Hogs Guards Witch
The Log
Fire Spirit Bomber Hog Rider Royal Hogs Guards Witch
Earthquake
Bomber Hog Rider Royal Hogs Guards Witch
Arrows
Fire Spirit Bomber Royal Hogs Guards Witch
Royal Delivery
Fire Spirit Bomber Hog Rider Wizard Royal Hogs Guards Witch
Fireball
Bomber Hog Rider Wizard Royal Hogs Witch
Poison
Bomber Wizard Royal Hogs Guards Witch
Lightning
Wizard Witch
Rocket
Hog Rider Wizard Royal Hogs Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Wizard Mega Knight

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 Guards Mega Knight

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 Wizard Witch

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 Bomber Guards Hog Rider Wizard Royal Hogs Witch Mega Knight

Shortest cycle

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

10 Fire Spirit Bomber Guards Hog Rider

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.

Fire Spirit
Hog Rider Royal Hogs
Bomber
Hog Rider Royal Hogs Mega Knight
Hog Rider
Fire Spirit Bomber Wizard Guards Witch Mega Knight
Wizard
Hog Rider Royal Hogs Mega Knight
Royal Hogs
Fire Spirit Bomber Wizard Guards Mega Knight
Guards
Hog Rider Royal Hogs
Witch
Hog Rider Mega Knight
Mega Knight
Bomber Hog Rider Wizard Royal Hogs Witch

Defense Synergies 0 5

Fire Spirit
Bomber
Guards
Hog Rider
Wizard
Guards Mega Knight
Royal Hogs
Guards
Bomber Wizard Witch
Witch
Guards Mega Knight
Mega Knight
Wizard 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.

Bomber Wizard
Bomber Witch Mega Knight
Witch Mega Knight Fire Spirit Bomber
Witch Bomber Guards Mega Knight
Bomber Mega Knight
Fire Spirit Bomber Guards Mega Knight
Fire Spirit Wizard Witch
Mega Knight
Witch
Guards Fire Spirit Bomber Mega Knight
Guards Witch Bomber Wizard Mega Knight
Wizard Witch
Mega Knight Fire Spirit Bomber Wizard Guards Witch
Fire Spirit Bomber Wizard Mega Knight Guards Witch
Mega Knight
Mega Knight
Wizard Mega Knight Bomber Witch
Fire Spirit Mega Knight Bomber Wizard Guards Witch
Wizard Witch Fire Spirit Bomber Guards Mega Knight
Bomber Wizard Mega Knight Fire Spirit Guards Witch

Counters to secondary win conditions

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

Guards Mega Knight Witch
Bomber Wizard Mega Knight
Guards Mega Knight Witch
Guards Mega Knight
Guards Witch Mega Knight
Fire Spirit Wizard Witch
Guards Witch
Mega Knight
Mega Knight Witch
Witch Guards
Mega Knight Guards Witch
Mega Knight Guards
Mega Knight Wizard Guards Witch
Wizard Bomber Witch Mega Knight
Guards Witch Bomber
Mega Knight Bomber Wizard 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.)

Guards
Guards
Bomber Wizard Fire Spirit Mega Knight
Wizard Fire Spirit Witch
Fire Spirit Bomber Wizard Witch
Fire Spirit Wizard
Wizard
Fire Spirit Guards
Wizard
Fire Spirit Wizard
Fire Spirit
Bomber Wizard Witch
Wizard Mega Knight
Bomber
Fire Spirit Bomber Wizard Mega Knight
Fire Spirit Bomber Wizard Witch Mega Knight
Mega Knight
Wizard
Fire Spirit Bomber Wizard Witch Mega Knight
Witch
Wizard Witch
Wizard Witch Mega Knight
Fire Spirit Wizard Witch
Wizard Guards Witch
Bomber Wizard Mega Knight
Mega Knight
Wizard
Fire Spirit Guards Witch
Fire Spirit Wizard Witch
Wizard Mega Knight
Bomber Wizard
Mega Knight
Guards Witch
Witch
Witch Mega Knight

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