My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Witch Goblin Giant 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.

Bats Royal Giant Witch Goblin Giant Bandit Magic Archer

Offensive cards

Win conditions

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

Royal Giant Goblin Giant

Damage spells

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

Lightning

Punishments

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

Royal Giant Goblin Giant Bandit

Pump responses

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

Lightning

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 Goblin Giant 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.

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
Bats Royal Giant Bandit
Giant Snowball
Fire Spirit Bats Witch
Zap
Fire Spirit Bats Royal Giant Witch Goblin Giant Bandit
Barbarian Barrel
Fire Spirit Witch Bandit Magic Archer
The Log
Fire Spirit Royal Giant Witch Bandit
Earthquake
Witch
Arrows
Fire Spirit Bats Witch
Royal Delivery
Fire Spirit Bats Witch Bandit Magic Archer
Fireball
Witch Bandit Magic Archer
Poison
Bats Witch Magic Archer
Lightning
Witch Bandit Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Witch 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 Bats

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Bandit Magic Archer Witch Royal Giant Lightning Goblin Giant

Shortest cycle

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

10 Fire Spirit Bats Bandit Magic Archer

Attack Synergies 3 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
Royal Giant Goblin Giant Bandit
Bats
Royal Giant Goblin Giant Bandit
Royal Giant
Fire Spirit Bats Lightning Witch Bandit Magic Archer
Witch
Royal Giant Goblin Giant Bandit
Lightning
Royal Giant Goblin Giant
Goblin Giant
Fire Spirit Bats Witch Lightning Bandit Magic Archer
Bandit
Fire Spirit Bats Royal Giant Witch Goblin Giant Magic Archer
Magic Archer
Royal Giant Goblin Giant Bandit

Defense Synergies 0 5

Fire Spirit
Bats
Goblin Giant Bandit
Royal Giant
Witch
Bandit
Lightning
Goblin Giant
Bats Magic Archer
Bandit
Bats Witch Magic Archer
Magic Archer
Goblin Giant 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.

Lightning Goblin Giant Magic Archer
Bats Witch Bandit
Witch Fire Spirit Bats Lightning Bandit
Witch Bats Bandit
Lightning
Fire Spirit Bats Bandit Magic Archer
Bats Lightning Fire Spirit Witch Magic Archer
Lightning Goblin Giant Bandit Magic Archer
Witch
Fire Spirit Bandit
Bats Witch Goblin Giant Bandit Magic Archer
Bats Witch Magic Archer
Fire Spirit Bats Witch Lightning Bandit
Fire Spirit Bats Witch Magic Archer
Bandit
Lightning Bandit
Bats Witch
Fire Spirit Bats Witch Bandit Magic Archer
Witch Fire Spirit Bats Bandit Magic Archer
Fire Spirit Bats Witch Goblin Giant Bandit

Counters to secondary win conditions

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

Witch Bandit
Bandit Lightning Magic Archer
Bandit Bats Witch Lightning Goblin Giant
Lightning Bats Goblin Giant Bandit
Witch Goblin Giant Bandit
Fire Spirit Bats Witch Goblin Giant Magic Archer
Bats Witch Lightning Goblin Giant Bandit
Goblin Giant
Lightning Bats Witch Bandit Magic Archer
Witch Goblin Giant
Bats Witch
Lightning Goblin Giant
Lightning Witch Goblin Giant Bandit
Witch Magic Archer
Witch Bats Lightning Goblin Giant Magic Archer
Bats Witch 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.)

Lightning Magic Archer Bandit
Bandit Magic Archer
Lightning Goblin Giant Bandit Magic Archer
Lightning
Fire Spirit Magic Archer
Fire Spirit Bats Witch Goblin Giant Magic Archer
Fire Spirit Witch Magic Archer
Fire Spirit Lightning Magic Archer
Lightning Bandit
Lightning Fire Spirit Bats
Lightning Bandit Magic Archer
Lightning Fire Spirit Magic Archer
Lightning Fire Spirit Bandit Magic Archer
Lightning Bandit Magic Archer
Lightning Magic Archer
Lightning Witch Bandit Magic Archer
Lightning Magic Archer Bandit
Lightning
Bats Lightning
Lightning Fire Spirit Bandit Magic Archer
Lightning Fire Spirit Witch Magic Archer
Lightning Magic Archer
Lightning
Lightning
Lightning
Fire Spirit Witch Magic Archer
Witch
Witch Lightning Bandit Magic Archer
Lightning Witch Bandit Magic Archer
Lightning Bandit Magic Archer
Lightning Fire Spirit Bats Witch Magic Archer
Lightning Bats Witch
Lightning
Lightning Bandit Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning Fire Spirit Bats Witch Bandit Magic Archer
Lightning Fire Spirit Witch Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning
Bats Witch Lightning Magic Archer
Bats Witch Lightning Magic Archer
Lightning Witch Goblin Giant Bandit Magic Archer

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