My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Wizard 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.

Bomber Bats Wizard Witch Giant Skeleton

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.

Fireball Rage

Pump responses

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

Fireball

Dropped at the bridge

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

Fire Spirit Giant Skeleton

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.

Giant Skeleton

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 Giant Skeleton
Giant Snowball
Fire Spirit Bomber Bats Witch
Zap
Fire Spirit Bomber Bats Witch
Barbarian Barrel
Fire Spirit Bomber Wizard Witch Giant Skeleton
The Log
Fire Spirit Bomber Witch Giant Skeleton
Earthquake
Bomber Witch
Arrows
Fire Spirit Bomber Bats Witch
Royal Delivery
Fire Spirit Bomber Bats Wizard Witch Giant Skeleton
Fireball
Bomber Wizard Witch
Poison
Bomber Bats Wizard Witch
Lightning
Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Fireball 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 Rage 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.

Fireball

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 Fireball Wizard 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 Bomber Bats Rage Fireball Wizard Witch Giant Skeleton

Shortest cycle

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

7 Fire Spirit Bomber Bats Rage

Attack Synergies 2 8

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
Giant Skeleton
Bomber
Bats Giant Skeleton
Bats
Giant Skeleton Bomber Rage
Fireball
Wizard
Rage Giant Skeleton
Rage
Witch Bats Wizard Giant Skeleton
Witch
Rage Giant Skeleton
Giant Skeleton
Bats Fire Spirit Bomber Wizard Rage Witch

Defense Synergies 0 5

Fire Spirit
Giant Skeleton
Bomber
Bats
Bats
Bomber Giant Skeleton
Fireball
Wizard
Giant Skeleton
Rage
Witch
Giant Skeleton
Giant Skeleton
Fire Spirit Bats Wizard 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.

Bomber Fireball Wizard
Bomber Bats Witch
Witch Fire Spirit Bomber Bats Giant Skeleton
Witch Bomber Bats
Bomber Fireball Giant Skeleton
Fireball Fire Spirit Bomber Bats
Bats Fire Spirit Fireball Wizard Witch
Fireball Giant Skeleton
Witch
Fire Spirit Bomber Giant Skeleton
Bats Witch Bomber Fireball Wizard Giant Skeleton
Bats Fireball Wizard Witch
Fire Spirit Bomber Bats Fireball Wizard Witch Giant Skeleton
Fire Spirit Bomber Fireball Wizard Bats Witch
Fireball
Wizard Bomber Bats Fireball Witch
Fire Spirit Fireball Bomber Bats Wizard Witch
Wizard Witch Fire Spirit Bomber Bats Fireball Giant Skeleton
Bomber Wizard Fire Spirit Bats Fireball Witch Giant Skeleton

Counters to secondary win conditions

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

Fireball Witch Giant Skeleton
Fireball Bomber Wizard
Giant Skeleton Bats Witch
Giant Skeleton Bats Fireball
Giant Skeleton Witch
Fire Spirit Fireball Wizard Bats Witch
Bats Fireball Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Bats Fireball Witch
Witch
Bats Witch Giant Skeleton
Fireball Giant Skeleton
Giant Skeleton Fireball Wizard Witch
Wizard Bomber Fireball Witch
Witch Bomber Bats Fireball Giant Skeleton
Bats Bomber Fireball Wizard Witch Giant Skeleton

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.)

Fireball Giant Skeleton
Fireball
Fireball Giant Skeleton
Fireball Giant Skeleton
Bomber Fireball Wizard Fire Spirit
Fireball Wizard Fire Spirit Bats Witch
Fire Spirit Bomber Wizard Witch
Fireball Fire Spirit Wizard
Fireball Wizard
Fire Spirit Bats Fireball
Fireball Wizard
Fireball Fire Spirit Wizard
Fire Spirit Fireball
Fireball
Fireball
Bomber Fireball Wizard Witch
Fireball Wizard
Fireball
Bomber Bats
Fire Spirit Bomber Fireball Wizard
Fire Spirit Bomber Fireball Wizard Witch
Fireball Giant Skeleton
Fireball Wizard
Fireball
Fire Spirit Bomber Fireball Wizard Witch
Witch
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Fire Spirit Bats Fireball Wizard Witch
Bats Fireball Wizard Witch
Fireball
Bomber Fireball Wizard
Fireball
Giant Skeleton
Fireball Wizard
Fire Spirit Bats Fireball Witch
Fireball Fire Spirit Wizard Witch
Fireball
Fireball Wizard
Bomber Fireball Wizard
Fireball Giant Skeleton
Bats Fireball Witch Giant Skeleton
Bats Fireball Witch
Fireball Witch Giant Skeleton

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: