My Best Clash Royale Deck

Deck Check Rating

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

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 Archers Night Witch

Defensive buildings

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

Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Golem Bandit Night Witch

Offensive cards

Win conditions

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

Goblin Drill Golem

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.

Bandit

Pump responses

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

Fireball Goblin Drill

Dropped at the bridge

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

Fire Spirit Golem Bandit

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.

Goblin Drill Golem Bandit

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
Archers Guards Goblin Drill Bandit Night Witch
Giant Snowball
Fire Spirit Archers Guards Goblin Drill Night Witch
Zap
Fire Spirit Archers Guards Goblin Drill Bandit Night Witch
Barbarian Barrel
Fire Spirit Archers Guards Goblin Drill Bandit Night Witch
The Log
Fire Spirit Archers Guards Goblin Drill Bandit
Earthquake
Archers Guards Goblin Drill
Arrows
Fire Spirit Archers Guards Goblin Drill Night Witch
Royal Delivery
Fire Spirit Archers Guards Goblin Drill Bandit Night Witch
Fireball
Archers Goblin Drill Bandit Night Witch
Poison
Archers Guards Goblin Drill Night Witch
Lightning
Bandit Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball

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 Goblin Drill Golem Night 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.

Fire Spirit 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Archers Guards Bandit Fireball Goblin Drill Night Witch Golem

Shortest cycle

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

10 Fire Spirit Archers Guards Bandit

Attack Synergies 4 8

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
Goblin Drill Golem Bandit
Archers
Golem Bandit
Fireball
Goblin Drill Golem
Guards
Bandit
Goblin Drill
Fire Spirit Fireball Golem Bandit
Golem
Fireball Night Witch Fire Spirit Archers Goblin Drill Bandit
Bandit
Fire Spirit Archers Guards Goblin Drill Golem
Night Witch
Golem

Defense Synergies 0 7

Fire Spirit
Goblin Drill
Archers
Guards Goblin Drill Bandit
Fireball
Goblin Drill Bandit
Guards
Archers Goblin Drill
Goblin Drill
Fire Spirit Archers Fireball Guards
Golem
Bandit
Archers Fireball
Night 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.

Fireball
Goblin Drill Bandit Night Witch
Fire Spirit Archers Goblin Drill Bandit Night Witch
Night Witch Guards Goblin Drill Bandit
Fireball
Fireball Fire Spirit Archers Guards Bandit Night Witch
Fire Spirit Archers Fireball Night Witch
Fireball Bandit
Goblin Drill Night Witch
Guards Fire Spirit Archers Bandit Night Witch
Archers Guards Fireball Goblin Drill Bandit Night Witch
Archers Fireball Night Witch
Goblin Drill Night Witch Fire Spirit Fireball Guards Bandit
Fire Spirit Fireball Guards Goblin Drill Night Witch
Goblin Drill Bandit
Fireball Goblin Drill Bandit
Fireball Goblin Drill Night Witch
Fire Spirit Fireball Archers Guards Goblin Drill Bandit Night Witch
Goblin Drill Fire Spirit Archers Fireball Guards Bandit
Goblin Drill
Fire Spirit Archers Fireball Guards Bandit Night Witch

Counters to secondary win conditions

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

Guards Archers Fireball Bandit
Fireball Bandit Archers
Guards Bandit
Guards Fireball Bandit Night Witch
Guards Goblin Drill Bandit Night Witch
Fire Spirit Fireball Archers
Guards Archers Fireball Bandit Night Witch
Fireball Bandit
Guards Goblin Drill
Guards
Fireball Guards
Fireball Guards Bandit Night Witch
Archers Fireball
Guards Archers Fireball Goblin Drill Night Witch
Archers Fireball

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 Guards Goblin Drill Bandit
Fireball Bandit
Fireball Goblin Drill Bandit
Fireball Guards
Fireball Fire Spirit
Fireball Fire Spirit
Fire Spirit Archers
Fireball Fire Spirit
Fireball Bandit
Fire Spirit Fireball Guards Night Witch
Fireball Bandit
Fireball Fire Spirit Archers
Fire Spirit Fireball Bandit
Fireball Bandit
Fireball
Fireball Goblin Drill Bandit
Fireball Bandit
Fireball
Night Witch
Fire Spirit Archers Fireball Bandit
Fire Spirit Fireball
Fireball Night Witch
Fireball
Fireball Goblin Drill
Fire Spirit Fireball
Fireball Bandit
Fireball Bandit
Fireball Bandit
Fire Spirit Archers Fireball Night Witch
Fireball Guards
Fireball Night Witch
Fireball Bandit Night Witch
Fireball
Fireball
Fire Spirit Archers Fireball Guards Bandit Night Witch
Fireball Fire Spirit Archers
Fireball
Fireball
Fireball
Fireball
Fireball Guards
Fireball
Fireball Bandit

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