My Best Clash Royale Deck

Deck Check Rating

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

3 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Magic Archer 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.

Elixir Golem Battle Ram Giant Magic Archer Mother Witch

Offensive cards

Win conditions

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

Elixir Golem Battle Ram Giant

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 Battle Ram Giant

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.

Electro Spirit Fire Spirit Elixir Golem Battle Ram Giant Magic Archer

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 Magic Archer

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 Battle Ram Giant
Giant Snowball
Fire Spirit Battle Ram
Zap
Fire Spirit Battle Ram
Barbarian Barrel
Electro Spirit Fire Spirit Elixir Golem Battle Ram Magic Archer
The Log
Electro Spirit Fire Spirit Elixir Golem Battle Ram
Earthquake
Elixir Golem
Arrows
Electro Spirit Fire Spirit
Royal Delivery
Electro Spirit Fire Spirit Elixir Golem Battle Ram Magic Archer Mother Witch
Fireball
Elixir Golem Battle Ram Magic Archer Mother Witch
Poison
Elixir Golem Magic Archer Mother Witch
Lightning
Battle Ram Magic Archer Mother Witch
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Fireball Magic Archer

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.

Electro Spirit Fire Spirit Elixir Golem Battle Ram 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Elixir Golem Fireball Battle Ram Magic Archer Mother Witch Giant

Shortest cycle

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

9 Electro Spirit Fire Spirit Elixir Golem Fireball

Attack Synergies 1 18

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 Giant Mother Witch
Fire Spirit
Elixir Golem Battle Ram Giant Mother Witch
Elixir Golem
Fire Spirit Fireball Magic Archer Mother Witch
Fireball
Electro Spirit Elixir Golem Battle Ram Giant Magic Archer
Battle Ram
Magic Archer Electro Spirit Fire Spirit Fireball Mother Witch
Giant
Electro Spirit Fire Spirit Fireball Magic Archer Mother Witch
Magic Archer
Battle Ram Elixir Golem Fireball Giant Mother Witch
Mother Witch
Electro Spirit Fire Spirit Elixir Golem Battle Ram Giant Magic Archer

Defense Synergies 0 1

Electro Spirit
Fire Spirit
Elixir Golem
Fireball
Battle Ram
Giant
Magic Archer
Mother Witch
Mother Witch
Magic Archer

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 Magic Archer
Fire Spirit
Fireball
Fireball Electro Spirit Fire Spirit Magic Archer Mother Witch
Electro Spirit Fire Spirit Fireball Magic Archer
Electro Spirit Fireball Magic Archer
Fire Spirit
Mother Witch Electro Spirit Fireball Magic Archer
Fireball Magic Archer
Fire Spirit Fireball
Fire Spirit Fireball Electro Spirit Magic Archer
Fireball
Fireball
Fire Spirit Fireball Electro Spirit Magic Archer
Electro Spirit Fire Spirit Fireball Magic Archer Mother Witch
Electro Spirit Fire Spirit Fireball Mother Witch

Counters to secondary win conditions

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

Fireball
Fireball Magic Archer
Fireball
Fire Spirit Fireball Mother Witch Electro Spirit Magic Archer
Fireball
Electro Spirit Fireball Magic Archer
Fireball
Fireball
Fireball Magic Archer
Electro Spirit Fireball Magic Archer
Electro Spirit Fireball Magic Archer 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 Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball
Fireball Fire Spirit Magic Archer
Fireball Mother Witch Electro Spirit Fire Spirit Magic Archer
Fire Spirit Magic Archer
Fireball Fire Spirit Magic Archer
Fireball
Fire Spirit Fireball
Fireball Magic Archer
Fireball Fire Spirit Magic Archer
Fire Spirit Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Magic Archer Fireball
Fireball
Fire Spirit Fireball Magic Archer
Fire Spirit Fireball Magic Archer Mother Witch
Fireball Magic Archer
Fireball
Fireball
Mother Witch Electro Spirit Fire Spirit Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fire Spirit Fireball Magic Archer Mother Witch
Electro Spirit Fireball
Fireball
Fireball Magic Archer
Electro Spirit Fireball Magic Archer
Fireball Magic Archer
Electro Spirit Fire Spirit Fireball Magic Archer
Fireball Fire Spirit Magic Archer
Fireball
Fireball Magic Archer
Fireball Magic Archer
Fireball
Electro Spirit Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: