My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Inferno Tower Wizard 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 Wizard Ice Wizard Sparky

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

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.

Fire Spirit

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Wizard Ice Wizard Sparky

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 Skeleton Army Ice Wizard 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.

Skeleton Army

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 Wizard 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.

Good

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 Skeleton Army Ice Wizard Inferno Tower Wizard Sparky

Shortest cycle

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

8 Fire Spirit Bomber Bats Skeleton Army

Attack Synergies 0 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.

Fire Spirit
Sparky
Bomber
Bats Sparky
Bats
Bomber Sparky
Inferno Tower
Wizard
Sparky
Skeleton Army
Sparky
Ice Wizard
Sparky
Fire Spirit Bomber Bats Wizard Skeleton Army

Defense Synergies 1 11

Fire Spirit
Inferno Tower Sparky
Bomber
Bats
Bats
Bomber Inferno Tower Ice Wizard Sparky
Inferno Tower
Skeleton Army Fire Spirit Bats Ice Wizard
Wizard
Skeleton Army Ice Wizard
Skeleton Army
Inferno Tower Wizard Ice Wizard Sparky
Ice Wizard
Bats Inferno Tower Wizard Skeleton Army
Sparky
Fire Spirit Bats Skeleton Army

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 Wizard Sparky
Inferno Tower Skeleton Army Sparky Bomber Bats Ice Wizard
Inferno Tower Skeleton Army Sparky Fire Spirit Bomber Bats Ice Wizard
Inferno Tower Skeleton Army Sparky Bomber Bats Ice Wizard
Bomber Skeleton Army Sparky
Skeleton Army Fire Spirit Bomber Bats Ice Wizard
Bats Inferno Tower Fire Spirit Wizard Ice Wizard
Inferno Tower Sparky
Inferno Tower Sparky Skeleton Army Ice Wizard
Skeleton Army Fire Spirit Bomber Inferno Tower Ice Wizard Sparky
Bats Skeleton Army Ice Wizard Bomber Wizard
Inferno Tower Bats Wizard Ice Wizard
Inferno Tower Skeleton Army Sparky Fire Spirit Bomber Bats Wizard Ice Wizard
Fire Spirit Bomber Wizard Skeleton Army Sparky Bats
Inferno Tower Skeleton Army Sparky
Inferno Tower Skeleton Army Sparky
Wizard Sparky Bomber Bats Inferno Tower Skeleton Army
Fire Spirit Bomber Bats Wizard Skeleton Army Ice Wizard
Wizard Fire Spirit Bomber Bats Ice Wizard
Sparky Inferno Tower
Bomber Wizard Skeleton Army Fire Spirit Bats Sparky

Counters to secondary win conditions

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

Skeleton Army Inferno Tower Sparky
Bomber Wizard
Skeleton Army Bats Inferno Tower Sparky
Skeleton Army Bats Inferno Tower Sparky
Inferno Tower Skeleton Army Sparky
Fire Spirit Wizard Bats Ice Wizard
Skeleton Army Sparky Bats Inferno Tower Ice Wizard
Inferno Tower Skeleton Army Sparky
Bats Inferno Tower Skeleton Army Sparky
Inferno Tower Skeleton Army Sparky
Bats Inferno Tower Sparky
Skeleton Army
Skeleton Army Inferno Tower Wizard Sparky
Wizard Bomber Skeleton Army Sparky
Inferno Tower Skeleton Army Sparky Bomber Bats
Bats Bomber Inferno Tower Wizard Ice Wizard 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.)

Sparky
Ice Wizard
Sparky
Sparky
Bomber Wizard Fire Spirit Sparky
Wizard Fire Spirit Bats Ice Wizard
Fire Spirit Bomber Wizard Sparky
Fire Spirit Wizard Ice Wizard
Wizard
Fire Spirit Bats Sparky
Wizard Sparky
Fire Spirit Wizard
Fire Spirit Sparky
Sparky
Bomber Wizard Sparky
Wizard Sparky
Sparky
Bomber Bats Sparky
Fire Spirit Bomber Wizard Sparky
Fire Spirit Bomber Wizard
Sparky
Wizard
Sparky
Fire Spirit Bomber Wizard Ice Wizard Sparky
Wizard Ice Wizard Sparky
Wizard Sparky
Sparky
Fire Spirit Bats Wizard Ice Wizard Sparky
Bats Wizard
Sparky
Bomber Wizard Sparky
Sparky
Sparky
Wizard Sparky
Fire Spirit Bats Skeleton Army
Fire Spirit Wizard Ice Wizard
Wizard Sparky
Bomber Wizard
Sparky
Sparky
Bats Sparky
Bats
Sparky

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