My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Fire Spirit 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.

Giant Skeleton Bandit Magic Archer

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel

Damage spells

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

Void

Punishments

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

Wall Breakers Goblin Barrel Bandit

Pump responses

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

Goblin Barrel Void

Dropped at the bridge

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

Fire Spirit Wall Breakers Giant Skeleton Bandit 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.

Goblin Barrel Giant Skeleton Bandit 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
Wall Breakers Goblin Barrel Guards Giant Skeleton Bandit
Giant Snowball
Fire Spirit Wall Breakers Goblin Barrel Guards
Zap
Fire Spirit Wall Breakers Goblin Barrel Guards Bandit
Barbarian Barrel
Fire Spirit Wall Breakers Goblin Barrel Guards Giant Skeleton Bandit Magic Archer
The Log
Fire Spirit Wall Breakers Goblin Barrel Guards Giant Skeleton Bandit
Earthquake
Goblin Barrel Guards
Arrows
Fire Spirit Wall Breakers Goblin Barrel Guards
Royal Delivery
Fire Spirit Wall Breakers Goblin Barrel Guards Giant Skeleton Bandit Magic Archer
Fireball
Wall Breakers Goblin Barrel Bandit Magic Archer
Poison
Guards Magic Archer
Lightning
Bandit Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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.

Fire Spirit Guards Giant Skeleton

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.

Goblin Barrel

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 Goblin Barrel

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Wall Breakers Goblin Barrel Guards Void Bandit Magic Archer Giant Skeleton

Shortest cycle

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

9 Fire Spirit Wall Breakers Goblin Barrel Guards

Attack Synergies 0 11

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
Wall Breakers Goblin Barrel Giant Skeleton Bandit
Wall Breakers
Fire Spirit
Goblin Barrel
Fire Spirit Guards Giant Skeleton Bandit
Guards
Goblin Barrel Bandit
Void
Giant Skeleton
Fire Spirit Goblin Barrel Bandit Magic Archer
Bandit
Fire Spirit Goblin Barrel Guards Giant Skeleton Magic Archer
Magic Archer
Giant Skeleton Bandit

Defense Synergies 0 5

Fire Spirit
Giant Skeleton
Wall Breakers
Goblin Barrel
Guards
Giant Skeleton Magic Archer
Void
Giant Skeleton
Fire Spirit Guards Magic Archer
Bandit
Magic Archer
Magic Archer
Guards Giant Skeleton Bandit

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.

Void Magic Archer
Bandit
Fire Spirit Void Giant Skeleton Bandit
Guards Bandit
Giant Skeleton
Fire Spirit Guards Bandit Magic Archer
Fire Spirit Void Magic Archer
Void Giant Skeleton Bandit Magic Archer
Guards Fire Spirit Giant Skeleton Bandit
Guards Giant Skeleton Bandit Magic Archer
Magic Archer
Fire Spirit Guards Giant Skeleton Bandit
Fire Spirit Guards Magic Archer
Bandit
Bandit
Fire Spirit Guards Bandit Magic Archer
Fire Spirit Guards Giant Skeleton Bandit Magic Archer
Fire Spirit Guards Giant Skeleton Bandit

Counters to secondary win conditions

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

Guards Void Giant Skeleton Bandit
Void Bandit Magic Archer
Guards Giant Skeleton Bandit
Guards Giant Skeleton Bandit
Giant Skeleton Guards Bandit
Fire Spirit Magic Archer
Guards Void Giant Skeleton Bandit
Giant Skeleton
Void Giant Skeleton Bandit Magic Archer
Guards
Guards Giant Skeleton
Guards Void Giant Skeleton
Giant Skeleton Guards Bandit
Magic Archer
Guards Giant Skeleton Magic Archer
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 Magic Archer Guards Giant Skeleton Bandit
Void Bandit Magic Archer
Void Giant Skeleton Bandit Magic Archer
Guards Void Giant Skeleton
Fire Spirit Magic Archer
Fire Spirit Magic Archer
Fire Spirit Magic Archer
Fire Spirit Magic Archer
Void Bandit
Fire Spirit Guards Void
Void Bandit Magic Archer
Void Fire Spirit Magic Archer
Fire Spirit Void Bandit Magic Archer
Void Bandit Magic Archer
Magic Archer
Bandit Magic Archer
Magic Archer Bandit
Void Fire Spirit Bandit Magic Archer
Fire Spirit Magic Archer
Void Giant Skeleton Magic Archer
Void
Void
Void
Fire Spirit Magic Archer
Void Bandit Magic Archer
Void Bandit Magic Archer
Void Bandit Magic Archer
Fire Spirit Magic Archer
Guards Void
Void
Void Bandit Magic Archer
Void Magic Archer
Giant Skeleton
Magic Archer
Fire Spirit Guards Void Bandit Magic Archer
Fire Spirit Magic Archer
Void Magic Archer
Magic Archer
Void Giant Skeleton
Guards Giant Skeleton Magic Archer
Void Magic Archer
Void Giant Skeleton Bandit Magic Archer

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