My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Firecracker 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.

Firecracker Battle Ram Giant Witch

Offensive cards

Win conditions

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

Battle Ram Giant

Damage spells

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

Zap Fireball

Punishments

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

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.

Fire Spirit Barbarians Battle Ram 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.

Firecracker

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
Giant Snowball
Fire Spirit Barbarians Battle Ram Witch
Zap
Fire Spirit Firecracker Battle Ram Witch
Barbarian Barrel
Fire Spirit Firecracker Barbarians Battle Ram Witch
The Log
Fire Spirit Firecracker Barbarians Battle Ram Witch
Earthquake
Firecracker Barbarians Witch
Arrows
Fire Spirit Firecracker Witch
Royal Delivery
Fire Spirit Firecracker Barbarians Battle Ram Witch
Fireball
Firecracker Barbarians Battle Ram Witch
Poison
Firecracker Barbarians Witch
Lightning
Battle Ram Witch
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Firecracker Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Firecracker 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 Battle Ram

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 Barbarians Fireball 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Firecracker Fireball Battle Ram Barbarians Giant Witch

Shortest cycle

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

10 Fire Spirit Zap Firecracker Fireball

Attack Synergies 4 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
Zap Battle Ram Giant
Zap
Firecracker Fireball Battle Ram Giant Fire Spirit Witch
Firecracker
Zap Battle Ram Giant
Barbarians
Fireball
Zap Battle Ram Giant
Battle Ram
Zap Fire Spirit Firecracker Fireball Witch
Giant
Zap Fire Spirit Firecracker Fireball Witch
Witch
Zap Battle Ram Giant

Defense Synergies 1 5

Fire Spirit
Zap Firecracker
Zap
Fireball Fire Spirit Firecracker Barbarians Witch
Firecracker
Fire Spirit Zap
Barbarians
Zap
Fireball
Zap
Battle Ram
Giant
Witch
Zap

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.

Zap Firecracker Fireball
Barbarians Zap Firecracker Witch
Barbarians Witch Fire Spirit
Barbarians Witch Firecracker
Firecracker Barbarians Fireball
Fireball Fire Spirit Zap Firecracker
Fire Spirit Zap Firecracker Fireball Witch
Zap Barbarians Fireball
Barbarians Witch
Fire Spirit Firecracker Barbarians
Barbarians Witch Zap Firecracker Fireball
Zap Firecracker Fireball Witch
Barbarians Fire Spirit Zap Fireball Witch
Fire Spirit Fireball Zap Firecracker Barbarians Witch
Barbarians
Barbarians Zap Fireball
Barbarians Firecracker Fireball Witch
Fire Spirit Fireball Zap Firecracker Barbarians Witch
Zap Witch Fire Spirit Firecracker Barbarians Fireball
Barbarians
Fire Spirit Firecracker Barbarians Fireball Witch

Counters to secondary win conditions

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

Barbarians Zap Fireball Witch
Fireball Zap Firecracker
Barbarians Zap Witch
Zap Barbarians Fireball
Barbarians Witch
Fire Spirit Firecracker Fireball Zap Witch
Barbarians Fireball Witch
Barbarians
Zap Firecracker Barbarians Fireball Witch
Witch Barbarians
Barbarians Witch
Zap Barbarians Fireball
Barbarians Fireball Witch
Firecracker Barbarians Fireball Witch
Barbarians Witch Zap Firecracker Fireball
Zap Firecracker Barbarians Fireball 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 Firecracker
Firecracker Fireball Zap
Fireball
Firecracker Barbarians Fireball
Fireball Fire Spirit Zap Firecracker
Firecracker Fireball Fire Spirit Zap Witch
Fire Spirit Firecracker Witch
Fireball Fire Spirit Zap Firecracker
Fireball Zap Firecracker
Fire Spirit Fireball
Firecracker Zap Fireball
Fireball Fire Spirit Zap Firecracker
Fire Spirit Firecracker Fireball
Firecracker Fireball
Zap Firecracker Fireball
Zap Firecracker Fireball Witch
Firecracker Fireball
Fireball
Fire Spirit Zap Firecracker Fireball
Fire Spirit Zap Firecracker Fireball Witch
Fireball
Fireball
Zap Barbarians Fireball
Zap Firecracker Fire Spirit Fireball Witch
Witch
Firecracker Fireball Zap Witch
Fireball Zap Witch
Fireball Zap Firecracker
Fire Spirit Zap Firecracker Fireball Witch
Zap Firecracker Fireball Witch
Fireball
Zap Fireball
Zap Firecracker Fireball
Firecracker Fireball
Zap Fire Spirit Barbarians Fireball Witch
Fireball Fire Spirit Zap Firecracker Witch
Fireball
Fireball Firecracker
Zap Firecracker Fireball
Zap Fireball
Firecracker
Zap Firecracker Fireball Witch
Firecracker Zap Fireball Witch
Zap Firecracker Fireball Witch

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