My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 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 Wizard

Defensive buildings

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

Mortar

Investments

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

Bats Wizard Bowler

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Tornado

Punishments

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

Mortar

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 Goblins Mortar Barbarians

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
Giant Snowball
Fire Spirit Goblins Bats Barbarians
Zap
Fire Spirit Goblins Bats Mortar
Barbarian Barrel
Fire Spirit Goblins Mortar Barbarians Wizard
The Log
Fire Spirit Goblins Barbarians
Earthquake
Mortar Barbarians
Arrows
Fire Spirit Goblins Bats
Royal Delivery
Fire Spirit Goblins Bats Barbarians Wizard Bowler
Fireball
Mortar Barbarians Wizard Bowler
Poison
Bats Mortar Barbarians Wizard
Lightning
Mortar Wizard Bowler
Rocket
Mortar Barbarians Wizard Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Mortar Wizard Tornado Bowler

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 Tornado Bowler

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 Goblins Barbarians 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 Goblins Bats Tornado Mortar Barbarians Wizard Bowler

Shortest cycle

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

8 Fire Spirit Goblins Bats Tornado

Attack Synergies 1 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
Mortar Bowler
Goblins
Bats
Mortar Bowler
Mortar
Fire Spirit Bats Tornado
Barbarians
Wizard
Tornado
Tornado
Wizard Mortar Bowler
Bowler
Fire Spirit Bats Tornado

Defense Synergies 2 7

Fire Spirit
Tornado
Goblins
Mortar Wizard
Bats
Mortar Bowler
Mortar
Goblins Bats Wizard Tornado
Barbarians
Wizard
Tornado Goblins Mortar
Tornado
Wizard Bowler Fire Spirit Mortar
Bowler
Tornado Bats

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.

Bowler Mortar Wizard
Barbarians Goblins Bats Mortar
Mortar Barbarians Tornado Bowler Fire Spirit Goblins Bats
Barbarians Goblins Bats Mortar Bowler
Barbarians Tornado Bowler
Tornado Bowler Fire Spirit Goblins Bats
Bats Tornado Fire Spirit Mortar Wizard
Bowler Barbarians
Barbarians Goblins Mortar Tornado
Tornado Fire Spirit Goblins Barbarians Bowler
Goblins Bats Barbarians Wizard Tornado Bowler
Bats Wizard Tornado
Mortar Barbarians Bowler Fire Spirit Bats Wizard
Fire Spirit Wizard Bowler Goblins Bats Mortar Barbarians Tornado
Barbarians Mortar
Barbarians Tornado Mortar Bowler
Barbarians Wizard Goblins Bats Mortar Tornado Bowler
Fire Spirit Mortar Goblins Bats Barbarians Wizard Tornado Bowler
Mortar Wizard Tornado Fire Spirit Bats Barbarians Bowler
Barbarians Mortar Tornado
Wizard Bowler Fire Spirit Goblins Bats Barbarians

Counters to secondary win conditions

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

Barbarians Goblins Bowler
Mortar Wizard Bowler
Barbarians Goblins Bats Bowler
Bowler Bats Barbarians Tornado
Barbarians Bowler
Fire Spirit Wizard Bats Tornado
Goblins Bats Barbarians Bowler
Barbarians
Goblins Bats Mortar Barbarians Tornado
Barbarians
Bats Barbarians Bowler
Barbarians Tornado Bowler
Barbarians Bowler Wizard
Wizard Barbarians Bowler
Barbarians Goblins Bats Mortar Tornado Bowler
Bats Bowler Barbarians 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.)

Mortar
Mortar Tornado Bowler
Barbarians
Wizard Fire Spirit Mortar Bowler
Wizard Fire Spirit Bats Tornado
Fire Spirit Mortar Wizard Tornado Bowler
Fire Spirit Wizard Tornado Bowler
Mortar Wizard Tornado
Fire Spirit Goblins Bats Tornado Bowler
Mortar Wizard Tornado Bowler
Fire Spirit Wizard Tornado
Fire Spirit Mortar Bowler
Mortar
Mortar
Mortar Wizard Bowler
Mortar Wizard Bowler
Mortar Tornado
Bats
Fire Spirit Mortar Wizard Bowler
Fire Spirit Mortar Wizard Tornado Bowler
Bowler
Wizard Tornado
Tornado Bowler
Mortar Barbarians
Tornado Fire Spirit Mortar Wizard Bowler
Mortar Wizard Tornado Bowler
Mortar Wizard Tornado Bowler
Mortar Tornado
Fire Spirit Bats Wizard Tornado
Bats Wizard
Bowler
Mortar Wizard
Wizard Bowler
Fire Spirit Bats Barbarians
Fire Spirit Wizard Tornado
Wizard Bowler
Mortar Wizard Bowler
Tornado
Bats Tornado Bowler
Bats Tornado
Mortar Tornado Bowler

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: