My Best Clash Royale Deck

Deck Check Rating

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

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 Flying Machine Witch

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 Archers Flying Machine Giant Witch Bandit

Offensive cards

Win conditions

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

Giant Miner

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.

Giant Miner Bandit

Pump responses

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

Miner

Dropped at the bridge

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

Fire Spirit Flying Machine Giant Bandit

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.

Miner Bandit

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 Archers Giant Miner Bandit
Giant Snowball
Fire Spirit Bats Archers Flying Machine Witch Miner
Zap
Fire Spirit Bats Archers Flying Machine Witch Bandit
Barbarian Barrel
Fire Spirit Archers Witch Bandit
The Log
Fire Spirit Archers Witch Bandit
Earthquake
Archers Witch
Arrows
Fire Spirit Bats Archers Flying Machine Witch
Royal Delivery
Fire Spirit Bats Archers Flying Machine Witch Miner Bandit
Fireball
Archers Flying Machine Witch Bandit
Poison
Bats Archers Flying Machine Witch
Lightning
Witch Bandit
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit

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 Miner

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 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.

Fire Spirit Bats Archers Miner Bandit Flying Machine Giant Witch

Shortest cycle

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

9 Fire Spirit Bats Archers Miner

Attack Synergies 4 13

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
Miner Giant Bandit
Bats
Giant Miner Flying Machine Bandit
Archers
Giant Miner Bandit
Flying Machine
Bats Giant
Giant
Bats Miner Fire Spirit Archers Flying Machine Witch Bandit
Witch
Giant Miner Bandit
Miner
Fire Spirit Bats Giant Archers Witch Bandit
Bandit
Fire Spirit Bats Archers Giant Witch Miner

Defense Synergies 0 5

Fire Spirit
Bats
Bandit
Archers
Witch Bandit
Flying Machine
Bandit
Giant
Witch
Archers Bandit
Miner
Bandit
Bats Archers Flying Machine 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.

Flying Machine
Bats Flying Machine Witch Bandit
Witch Fire Spirit Bats Archers Bandit
Witch Bats Bandit
Fire Spirit Bats Archers Flying Machine Bandit
Bats Fire Spirit Archers Flying Machine Witch
Flying Machine Bandit
Witch
Fire Spirit Archers Miner Bandit
Bats Archers Witch Flying Machine Bandit
Bats Archers Flying Machine Witch
Fire Spirit Bats Flying Machine Witch Bandit
Fire Spirit Bats Witch
Bandit
Bandit
Bats Witch
Fire Spirit Bats Archers Flying Machine Witch Bandit
Witch Fire Spirit Bats Archers Flying Machine Bandit
Fire Spirit Bats Archers Flying Machine Witch Bandit

Counters to secondary win conditions

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

Archers Witch Bandit
Bandit Archers Flying Machine Miner
Bandit Bats Witch
Bats Bandit
Witch Bandit
Fire Spirit Bats Archers Flying Machine Witch
Bats Archers Flying Machine Witch Bandit
Bats Flying Machine Witch Bandit
Witch
Bats Flying Machine Witch
Witch Bandit
Archers Flying Machine Witch
Witch Bats Archers Flying Machine
Bats Archers Flying Machine Witch

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.)

Flying Machine Bandit
Flying Machine Miner Bandit
Flying Machine Miner Bandit
Flying Machine
Fire Spirit
Fire Spirit Bats Flying Machine Witch
Fire Spirit Archers Flying Machine Witch
Fire Spirit Flying Machine
Miner Flying Machine Bandit
Fire Spirit Bats
Miner Flying Machine Bandit
Fire Spirit Archers Flying Machine
Flying Machine Fire Spirit Miner Bandit
Flying Machine Bandit
Flying Machine
Flying Machine Witch Bandit
Flying Machine Bandit
Bats
Fire Spirit Archers Flying Machine Bandit
Fire Spirit Flying Machine Witch Miner
Flying Machine
Fire Spirit Witch
Witch
Miner Flying Machine Witch Bandit
Flying Machine Witch Miner Bandit
Miner Bandit
Fire Spirit Bats Archers Flying Machine Witch
Bats Flying Machine Witch
Miner Bandit
Fire Spirit Bats Archers Flying Machine Witch Bandit
Fire Spirit Archers Flying Machine Witch
Miner Flying Machine
Flying Machine
Flying Machine
Bats Flying Machine Witch
Bats Flying Machine Witch
Flying Machine Witch Miner Bandit

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