My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Firecracker Witch Electro Wizard

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 Giant Witch Electro Wizard

Offensive cards

Win conditions

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

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.

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 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 Electro Wizard

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 Giant Guards
Giant Snowball
Fire Spirit Bats Guards Witch
Zap
Fire Spirit Bats Firecracker Guards Witch
Barbarian Barrel
Fire Spirit Firecracker Guards Witch Electro Wizard
The Log
Fire Spirit Firecracker Guards Witch
Earthquake
Firecracker Guards Witch
Arrows
Fire Spirit Bats Firecracker Guards Witch
Royal Delivery
Fire Spirit Bats Firecracker Guards Witch Electro Wizard
Fireball
Firecracker Witch Electro Wizard
Poison
Bats Firecracker Guards Witch Electro Wizard
Lightning
Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Firecracker Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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 Bats Guards

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 Witch Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Firecracker Guards Fireball Electro Wizard Giant Witch

Shortest cycle

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

9 Fire Spirit Bats Firecracker Guards

Attack Synergies 1 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
Giant
Bats
Giant Firecracker
Firecracker
Bats Giant
Fireball
Giant Electro Wizard
Giant
Bats Fire Spirit Firecracker Fireball Guards Witch Electro Wizard
Guards
Giant
Witch
Giant
Electro Wizard
Fireball Giant

Defense Synergies 0 10

Fire Spirit
Firecracker Electro Wizard
Bats
Firecracker Electro Wizard
Firecracker
Fire Spirit Bats Guards Electro Wizard
Fireball
Electro Wizard
Giant
Guards
Firecracker Witch Electro Wizard
Witch
Guards Electro Wizard
Electro Wizard
Fire Spirit Bats Firecracker Fireball Guards 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.

Firecracker Fireball Electro Wizard
Bats Firecracker Witch Electro Wizard
Witch Fire Spirit Bats Electro Wizard
Witch Bats Firecracker Guards Electro Wizard
Firecracker Fireball
Fireball Fire Spirit Bats Firecracker Guards Electro Wizard
Bats Electro Wizard Fire Spirit Firecracker Fireball Witch
Fireball Electro Wizard
Witch
Guards Fire Spirit Firecracker Electro Wizard
Bats Guards Witch Electro Wizard Firecracker Fireball
Bats Firecracker Fireball Witch Electro Wizard
Fire Spirit Bats Fireball Guards Witch Electro Wizard
Fire Spirit Fireball Bats Firecracker Guards Witch Electro Wizard
Electro Wizard
Fireball Electro Wizard
Bats Firecracker Fireball Witch Electro Wizard
Fire Spirit Fireball Bats Firecracker Guards Witch Electro Wizard
Witch Fire Spirit Bats Firecracker Fireball Guards Electro Wizard
Electro Wizard
Fire Spirit Bats Firecracker Fireball Guards Witch Electro Wizard

Counters to secondary win conditions

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

Guards Fireball Witch Electro Wizard
Fireball Electro Wizard Firecracker
Guards Bats Witch Electro Wizard
Guards Bats Fireball Electro Wizard
Guards Witch
Fire Spirit Firecracker Fireball Bats Witch Electro Wizard
Guards Bats Fireball Witch Electro Wizard
Electro Wizard Bats Firecracker Fireball Witch
Witch Guards
Bats Guards Witch
Fireball Guards Electro Wizard
Fireball Guards Witch
Firecracker Fireball Witch
Guards Witch Electro Wizard Bats Firecracker Fireball
Bats Firecracker Fireball Witch Electro Wizard

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 Guards
Firecracker Fireball Electro Wizard
Fireball
Firecracker Fireball Guards
Fireball Fire Spirit Firecracker
Firecracker Fireball Fire Spirit Bats Witch
Fire Spirit Firecracker Witch
Fireball Fire Spirit Firecracker
Fireball Firecracker
Fire Spirit Bats Fireball Guards Electro Wizard
Firecracker Fireball Electro Wizard
Fireball Fire Spirit Firecracker
Fire Spirit Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Witch
Firecracker Fireball
Fireball
Bats
Fire Spirit Firecracker Fireball Electro Wizard
Fire Spirit Firecracker Fireball Witch
Fireball
Fireball
Fireball
Firecracker Fire Spirit Fireball Witch
Witch
Firecracker Fireball Witch Electro Wizard
Fireball Witch
Fireball Firecracker
Fire Spirit Bats Firecracker Fireball Witch Electro Wizard
Electro Wizard Bats Firecracker Fireball Guards Witch
Fireball
Fireball
Firecracker Fireball Electro Wizard
Firecracker Fireball
Electro Wizard Fire Spirit Bats Fireball Guards Witch
Fireball Fire Spirit Firecracker Witch Electro Wizard
Fireball
Fireball Firecracker Electro Wizard
Firecracker Fireball
Fireball
Firecracker
Bats Firecracker Fireball Guards Witch Electro Wizard
Firecracker Bats Fireball Witch Electro Wizard
Firecracker Fireball Witch Electro Wizard

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