My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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 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 Wizard

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.

Wizard Giant Skeleton Sparky Mega Knight

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.

Rocket The Log

Punishments

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

Mega Knight

Pump responses

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

Rocket

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 Mega Knight

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
Clone Giant Skeleton Sparky
Giant Snowball
Fire Spirit Clone
Zap
Fire Spirit Clone Sparky
Barbarian Barrel
Fire Spirit Wizard Clone Giant Skeleton Sparky
The Log
Fire Spirit Clone Giant Skeleton Sparky
Earthquake
Clone
Arrows
Fire Spirit Clone
Royal Delivery
Fire Spirit Wizard Clone Giant Skeleton Sparky
Fireball
Wizard Clone Sparky
Poison
Wizard Clone Sparky
Lightning
Wizard Sparky
Rocket
Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Rocket The Log Sparky Mega Knight

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 Rocket Clone Giant Skeleton Sparky Mega Knight

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Clone Wizard Rocket Giant Skeleton Sparky Mega Knight

Shortest cycle

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

11 Fire Spirit The Log Clone Wizard

Attack Synergies 1 10

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 Sparky
Wizard
Giant Skeleton Sparky Mega Knight
Rocket
Clone
Giant Skeleton Sparky
Giant Skeleton
Clone Fire Spirit Wizard The Log Sparky
The Log
Giant Skeleton Sparky Mega Knight
Sparky
Fire Spirit Wizard Clone Giant Skeleton The Log
Mega Knight
Wizard The Log

Defense Synergies 0 10

Fire Spirit
Giant Skeleton The Log Sparky
Wizard
Giant Skeleton The Log Mega Knight
Rocket
The Log
Clone
Giant Skeleton
Fire Spirit Wizard The Log
The Log
Fire Spirit Wizard Rocket Giant Skeleton Sparky Mega Knight
Sparky
Fire Spirit The Log
Mega Knight
Wizard The Log

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.

Rocket Wizard The Log Sparky
Sparky The Log Mega Knight
Rocket Sparky Mega Knight Fire Spirit Giant Skeleton
Sparky Mega Knight
Rocket Giant Skeleton The Log Sparky Mega Knight
The Log Fire Spirit Mega Knight
Rocket Fire Spirit Wizard
Rocket Giant Skeleton The Log Sparky Mega Knight
Sparky
Fire Spirit Giant Skeleton Sparky Mega Knight
Wizard Giant Skeleton The Log Mega Knight
Wizard
Sparky Mega Knight Fire Spirit Wizard Rocket Giant Skeleton The Log
Fire Spirit Wizard Rocket Sparky Mega Knight The Log
Sparky Mega Knight
Rocket The Log Sparky Mega Knight
Wizard Sparky Mega Knight
Fire Spirit Mega Knight Wizard The Log
Wizard The Log Fire Spirit Giant Skeleton Mega Knight
Sparky
Wizard Mega Knight Fire Spirit Giant Skeleton The Log Sparky

Counters to secondary win conditions

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

Mega Knight Giant Skeleton Sparky
Wizard Rocket The Log Mega Knight
Giant Skeleton Mega Knight Rocket The Log Sparky
Rocket Giant Skeleton Mega Knight The Log Sparky
Giant Skeleton Sparky Mega Knight
Fire Spirit Wizard Rocket
Rocket Sparky Giant Skeleton
Giant Skeleton Mega Knight Sparky
Rocket Giant Skeleton Mega Knight The Log Sparky
Sparky
Mega Knight Giant Skeleton Sparky
Rocket Mega Knight Giant Skeleton The Log
Rocket Giant Skeleton Mega Knight Wizard Sparky
Wizard Sparky Mega Knight
Sparky Rocket Giant Skeleton The Log
Mega Knight Wizard Giant Skeleton The Log 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.)

Rocket Giant Skeleton The Log Sparky
The Log
Rocket Giant Skeleton The Log Sparky
Rocket Giant Skeleton The Log Sparky
Wizard Rocket Fire Spirit The Log Sparky Mega Knight
Wizard Fire Spirit Rocket
Fire Spirit Wizard The Log Sparky
The Log Fire Spirit Wizard
The Log Wizard
Rocket Fire Spirit Sparky
Rocket Wizard The Log Sparky
Fire Spirit Wizard Rocket
Rocket Fire Spirit The Log Sparky
Rocket
The Log Sparky
Rocket Wizard The Log Sparky
Wizard Rocket The Log Sparky Mega Knight
Rocket Sparky
Rocket Sparky
Rocket Fire Spirit Wizard The Log Sparky Mega Knight
Rocket Fire Spirit Wizard The Log Mega Knight
Rocket Giant Skeleton The Log Sparky Mega Knight
Rocket Wizard
Rocket The Log Sparky
Rocket The Log
The Log Fire Spirit Wizard Sparky Mega Knight
The Log Wizard Sparky
Wizard The Log Sparky Mega Knight
Rocket The Log Sparky
Fire Spirit Wizard Sparky
Rocket Wizard
Sparky
Wizard Rocket The Log Sparky Mega Knight
Rocket Sparky
Giant Skeleton Sparky Mega Knight
Rocket Wizard The Log Sparky
Fire Spirit Rocket
Rocket Fire Spirit Wizard
The Log
Wizard Rocket Sparky Mega Knight
The Log Wizard
Rocket Giant Skeleton Sparky
Sparky Mega Knight
Rocket Giant Skeleton The Log Sparky
Rocket
Rocket Giant Skeleton The Log Sparky Mega Knight

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