My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Bad

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Bats Firecracker Wizard Magic Archer

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.

Bats Firecracker Wizard Giant Skeleton Magic Archer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Void Poison

Pump responses

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

Void Poison

Dropped at the bridge

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

Giant Skeleton 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.

Firecracker Giant Skeleton 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
Bats Clone Giant Skeleton
Giant Snowball
Bats Clone
Zap
Bats Firecracker Clone
Barbarian Barrel
Firecracker Wizard Clone Giant Skeleton Magic Archer
The Log
Firecracker Clone Giant Skeleton
Earthquake
Firecracker Clone
Arrows
Bats Firecracker Clone
Royal Delivery
Bats Firecracker Wizard Clone Giant Skeleton Magic Archer
Fireball
Firecracker Wizard Clone Magic Archer
Poison
Bats Firecracker Wizard Clone Magic Archer
Lightning
Wizard Magic Archer
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Poison Magic Archer

Ladder info

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.

Bats Clone Poison Giant Skeleton

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.

Wizard

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.

Bats Firecracker Clone Void Poison Magic Archer Wizard Giant Skeleton

Shortest cycle

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

11 Bats Firecracker Clone Void

Attack Synergies 2 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.

Bats
Giant Skeleton Firecracker Clone
Firecracker
Bats Giant Skeleton
Wizard
Giant Skeleton
Clone
Giant Skeleton Bats Magic Archer
Void
Poison
Poison
Void Giant Skeleton
Giant Skeleton
Bats Clone Firecracker Wizard Poison Magic Archer
Magic Archer
Clone Giant Skeleton

Defense Synergies 0 6

Bats
Firecracker Giant Skeleton
Firecracker
Bats Giant Skeleton
Wizard
Giant Skeleton
Clone
Void
Poison
Poison
Void
Giant Skeleton
Bats Firecracker Wizard Magic Archer
Magic Archer
Giant Skeleton

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.

Firecracker Wizard Void Magic Archer
Bats Firecracker
Bats Void Giant Skeleton
Bats Firecracker
Firecracker Poison Giant Skeleton
Bats Firecracker Magic Archer
Bats Firecracker Wizard Void Poison Magic Archer
Void Poison Giant Skeleton Magic Archer
Firecracker Giant Skeleton
Bats Poison Firecracker Wizard Giant Skeleton Magic Archer
Bats Firecracker Wizard Poison Magic Archer
Bats Wizard Giant Skeleton
Wizard Bats Firecracker Poison Magic Archer
Wizard Bats Firecracker Poison
Bats Firecracker Wizard Magic Archer
Wizard Poison Bats Firecracker Giant Skeleton Magic Archer
Wizard Bats Firecracker Poison Giant Skeleton

Counters to secondary win conditions

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

Void Giant Skeleton
Void Poison Firecracker Wizard Magic Archer
Giant Skeleton Bats
Giant Skeleton Bats
Giant Skeleton
Firecracker Wizard Poison Bats Magic Archer
Bats Void Giant Skeleton
Giant Skeleton
Void Giant Skeleton Bats Firecracker Poison Magic Archer
Bats Giant Skeleton
Void Poison Giant Skeleton
Giant Skeleton Wizard
Wizard Firecracker Magic Archer
Bats Firecracker Poison Giant Skeleton Magic Archer
Bats Poison Firecracker Wizard Giant Skeleton Magic Archer

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.)

Void Poison Magic Archer Firecracker Giant Skeleton
Firecracker Void Poison Magic Archer
Void Poison Giant Skeleton Magic Archer
Firecracker Void Poison Giant Skeleton
Wizard Poison Firecracker Magic Archer
Firecracker Wizard Poison Bats Magic Archer
Firecracker Wizard Poison Magic Archer
Poison Firecracker Wizard Magic Archer
Void Poison Firecracker Wizard
Bats Void Poison
Firecracker Void Poison Wizard Magic Archer
Void Poison Firecracker Wizard Magic Archer
Poison Firecracker Void Magic Archer
Firecracker Void Poison Magic Archer
Firecracker Poison Magic Archer
Firecracker Wizard Poison Magic Archer
Magic Archer Firecracker Wizard Poison
Poison
Bats
Void Firecracker Wizard Poison Magic Archer
Firecracker Wizard Poison Magic Archer
Void Poison Giant Skeleton Magic Archer
Wizard Void Poison
Void
Void Poison
Firecracker Poison Wizard Magic Archer
Firecracker Void Poison Wizard Magic Archer
Void Wizard Poison Magic Archer
Void Poison Firecracker Magic Archer
Poison Bats Firecracker Wizard Magic Archer
Bats Firecracker Wizard Void Poison
Void
Void Poison Wizard Magic Archer
Void Firecracker Poison Magic Archer
Giant Skeleton
Firecracker Wizard Poison Magic Archer
Bats Void Magic Archer
Poison Firecracker Wizard Magic Archer
Void Poison Firecracker Wizard Magic Archer
Firecracker Wizard Poison Magic Archer
Void Poison Giant Skeleton
Firecracker
Bats Firecracker Poison Giant Skeleton Magic Archer
Firecracker Bats Void Poison Magic Archer
Void Poison Firecracker Giant Skeleton Magic Archer

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