My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Witch Magic Archer

Defensive buildings

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

Cannon

Investments

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

Firecracker Royal Giant Witch Magic Archer Sparky

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows

Punishments

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

Royal Giant

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.

Electro Spirit Royal 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 Firecracker 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
Royal Giant Sparky
Giant Snowball
Cannon Witch
Zap
Cannon Firecracker Royal Giant Witch Sparky
Barbarian Barrel
Electro Spirit Cannon Firecracker Witch Magic Archer Sparky
The Log
Electro Spirit Cannon Firecracker Royal Giant Witch Sparky
Earthquake
Cannon Firecracker Witch
Arrows
Electro Spirit Firecracker Witch
Royal Delivery
Electro Spirit Firecracker Witch Magic Archer Sparky
Fireball
Cannon Firecracker Witch Magic Archer Sparky
Poison
Cannon Firecracker Witch Magic Archer Sparky
Lightning
Cannon Witch Magic Archer Sparky
Rocket
Witch Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker Magic Archer Sparky

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.

Electro Spirit Arrows Sparky

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.

Royal Giant

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Arrows Cannon Firecracker Magic Archer Witch Royal Giant Sparky

Shortest cycle

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

10 Electro Spirit Arrows Cannon Firecracker

Attack Synergies 3 6

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
Royal Giant Sparky
Arrows
Royal Giant Sparky
Cannon
Firecracker
Royal Giant Sparky
Royal Giant
Arrows Firecracker Electro Spirit Witch Magic Archer Sparky
Witch
Royal Giant
Magic Archer
Royal Giant
Sparky
Arrows Electro Spirit Firecracker Royal Giant

Defense Synergies 0 6

Electro Spirit
Arrows
Cannon Sparky
Cannon
Arrows Firecracker Witch Magic Archer Sparky
Firecracker
Cannon
Royal Giant
Witch
Cannon
Magic Archer
Cannon
Sparky
Arrows Cannon

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.

Cannon Firecracker Magic Archer Sparky
Sparky Cannon Firecracker Witch
Cannon Witch Sparky
Cannon Witch Sparky Firecracker
Arrows Firecracker Sparky
Arrows Electro Spirit Cannon Firecracker Magic Archer
Electro Spirit Arrows Cannon Firecracker Witch Magic Archer
Electro Spirit Arrows Cannon Magic Archer Sparky
Cannon Witch Sparky
Cannon Firecracker Sparky
Witch Electro Spirit Arrows Cannon Firecracker Magic Archer
Arrows Firecracker Witch Magic Archer
Cannon Sparky Witch
Sparky Electro Spirit Arrows Cannon Firecracker Witch Magic Archer
Sparky Cannon
Cannon Sparky
Sparky Arrows Cannon Firecracker Witch
Arrows Cannon Electro Spirit Firecracker Witch Magic Archer
Arrows Witch Electro Spirit Cannon Firecracker Magic Archer
Sparky Cannon
Electro Spirit Arrows Cannon Firecracker Witch Sparky

Counters to secondary win conditions

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

Witch Sparky
Arrows Firecracker Magic Archer
Witch Sparky
Sparky
Cannon Witch Sparky
Arrows Firecracker Electro Spirit Witch Magic Archer
Sparky Witch
Sparky
Electro Spirit Firecracker Witch Magic Archer Sparky
Witch Cannon Sparky
Witch Sparky
Arrows
Cannon Witch Sparky
Cannon Firecracker Witch Magic Archer Sparky
Witch Sparky Electro Spirit Firecracker Magic Archer
Arrows Electro Spirit Cannon Firecracker Witch Magic Archer Sparky
Electro Spirit Arrows Cannon
Cannon
Cannon Sparky

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.)

Magic Archer Arrows Firecracker Sparky
Arrows Firecracker Magic Archer
Arrows Magic Archer Sparky
Arrows Firecracker Sparky
Arrows Firecracker Magic Archer Sparky
Arrows Firecracker Electro Spirit Witch Magic Archer
Arrows Firecracker Witch Magic Archer Sparky
Arrows Firecracker Magic Archer
Arrows Firecracker
Sparky
Firecracker Arrows Magic Archer Sparky
Arrows Firecracker Magic Archer
Firecracker Magic Archer Sparky
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer Sparky
Arrows Firecracker Witch Magic Archer Sparky
Magic Archer Arrows Firecracker Sparky
Arrows Sparky
Sparky
Arrows Firecracker Magic Archer Sparky
Arrows Firecracker Witch Magic Archer
Magic Archer Sparky
Arrows
Sparky
Arrows
Arrows Firecracker Electro Spirit Witch Magic Archer Sparky
Witch
Arrows Firecracker Witch Magic Archer Sparky
Arrows Witch Magic Archer Sparky
Arrows Firecracker Magic Archer Sparky
Arrows Firecracker Witch Magic Archer Sparky
Electro Spirit Firecracker Witch
Sparky
Arrows Magic Archer Sparky
Electro Spirit Arrows Firecracker Magic Archer Sparky
Sparky
Arrows Firecracker Magic Archer Sparky
Electro Spirit Witch Magic Archer
Arrows Firecracker Witch Magic Archer
Arrows
Firecracker Magic Archer Sparky
Arrows Firecracker Magic Archer
Arrows Sparky
Firecracker Sparky
Electro Spirit Firecracker Witch Magic Archer Sparky
Firecracker Witch Magic Archer
Firecracker Witch Magic Archer Sparky
Sparky
Firecracker Sparky

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