My Best Clash Royale Deck

Deck Check Rating

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

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 direct tower 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 spells that can finish it off. 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 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!
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 Bats Archers Inferno Tower Ice Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Bomber Bats Archers Royal Giant Ice Wizard

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

Damage spells

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

Missing

Punishments

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

Royal Giant Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit Royal 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.

Goblin Barrel

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
Bomber Bats Archers Royal Giant Goblin Barrel
Giant Snowball
Fire Spirit Bomber Bats Archers Goblin Barrel
Zap
Fire Spirit Bomber Bats Archers Royal Giant Inferno Tower Goblin Barrel
Barbarian Barrel
Fire Spirit Bomber Archers Inferno Tower Goblin Barrel Ice Wizard
The Log
Fire Spirit Bomber Archers Royal Giant Goblin Barrel
Earthquake
Bomber Archers Inferno Tower Goblin Barrel
Arrows
Fire Spirit Bomber Bats Archers Goblin Barrel
Royal Delivery
Fire Spirit Bomber Bats Archers Goblin Barrel Ice Wizard
Fireball
Bomber Archers Inferno Tower Goblin Barrel Ice Wizard
Poison
Bomber Bats Archers Inferno Tower Ice Wizard
Lightning
Inferno Tower Ice Wizard
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Ice Wizard

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 Inferno Tower Ice Wizard

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 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 Ice 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Bats Archers Goblin Barrel Ice Wizard Inferno Tower Royal Giant

Shortest cycle

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

8 Fire Spirit Bomber Bats Archers

Attack Synergies 5 5

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
Royal Giant Goblin Barrel
Bomber
Royal Giant Bats
Bats
Royal Giant Bomber Goblin Barrel
Archers
Royal Giant
Royal Giant
Fire Spirit Bomber Bats Goblin Barrel Ice Wizard Archers
Inferno Tower
Goblin Barrel
Royal Giant Fire Spirit Bats Ice Wizard
Ice Wizard
Royal Giant Goblin Barrel

Defense Synergies 0 7

Fire Spirit
Inferno Tower
Bomber
Bats
Bats
Bomber Inferno Tower Ice Wizard
Archers
Inferno Tower Ice Wizard
Royal Giant
Inferno Tower
Fire Spirit Bats Archers Ice Wizard
Goblin Barrel
Ice Wizard
Bats Archers Inferno Tower

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.

Bomber Inferno Tower
Inferno Tower Bomber Bats Ice Wizard
Inferno Tower Fire Spirit Bomber Bats Archers Ice Wizard
Inferno Tower Bomber Bats Ice Wizard
Bomber
Fire Spirit Bomber Bats Archers Ice Wizard
Bats Inferno Tower Fire Spirit Archers Ice Wizard
Inferno Tower
Inferno Tower Ice Wizard
Fire Spirit Bomber Archers Inferno Tower Ice Wizard
Bats Archers Ice Wizard Bomber
Inferno Tower Bats Archers Ice Wizard
Inferno Tower Fire Spirit Bomber Bats Ice Wizard
Fire Spirit Bomber Bats
Inferno Tower
Inferno Tower
Bomber Bats Inferno Tower
Fire Spirit Bomber Bats Archers Ice Wizard
Fire Spirit Bomber Bats Archers Ice Wizard
Inferno Tower
Bomber Fire Spirit Bats Archers

Counters to secondary win conditions

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

Archers Inferno Tower
Bomber Archers
Bats Inferno Tower
Bats Inferno Tower
Inferno Tower
Fire Spirit Bats Archers Ice Wizard
Bats Archers Inferno Tower Ice Wizard
Inferno Tower
Bats Inferno Tower
Inferno Tower
Bats Inferno Tower
Inferno Tower
Bomber Archers
Inferno Tower Bomber Bats Archers
Bats Bomber Archers Inferno Tower Ice 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.)

Ice Wizard
Bomber Fire Spirit
Fire Spirit Bats Ice Wizard
Fire Spirit Bomber Archers
Fire Spirit Ice Wizard
Fire Spirit Bats
Fire Spirit Archers
Fire Spirit
Bomber
Bomber Bats
Fire Spirit Bomber Archers
Fire Spirit Bomber
Fire Spirit Bomber Ice Wizard
Ice Wizard
Fire Spirit Bats Archers Ice Wizard
Bats
Bomber
Fire Spirit Bats Archers
Fire Spirit Archers Ice Wizard
Bomber
Bats
Bats

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