My Best Clash Royale Deck

Deck Check Rating

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

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 Archers 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.

Archers Witch Balloon Bowler Lumberjack

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Tornado

Punishments

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

Balloon Lumberjack

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 Balloon Lumberjack

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.

Balloon Lumberjack

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
Archers Balloon
Giant Snowball
Fire Spirit Archers Witch Balloon Lumberjack
Zap
Fire Spirit Archers Witch Balloon
Barbarian Barrel
Fire Spirit Archers Witch Lumberjack
The Log
Fire Spirit Archers Witch Lumberjack
Earthquake
Archers Witch
Arrows
Fire Spirit Archers Witch
Royal Delivery
Fire Spirit Archers Witch Balloon Bowler Lumberjack
Fireball
Archers Witch Balloon Bowler Lumberjack
Poison
Archers Witch Balloon
Lightning
Witch Balloon Bowler Lumberjack
Rocket
Witch Balloon Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows 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 Arrows 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 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 Archers Arrows Tornado Lumberjack Witch Balloon Bowler

Shortest cycle

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

10 Fire Spirit Archers Arrows Tornado

Attack Synergies 2 15

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
Balloon Bowler Lumberjack
Archers
Arrows Balloon Bowler Lumberjack
Arrows
Balloon Archers Bowler Lumberjack
Tornado
Witch Balloon Bowler
Witch
Tornado Bowler Lumberjack
Balloon
Arrows Lumberjack Fire Spirit Archers Tornado
Bowler
Fire Spirit Archers Arrows Tornado Witch Lumberjack
Lumberjack
Balloon Fire Spirit Archers Arrows Witch Bowler

Defense Synergies 1 12

Fire Spirit
Tornado
Archers
Tornado Witch Bowler Lumberjack
Arrows
Tornado Bowler Lumberjack
Tornado
Bowler Fire Spirit Archers Arrows Witch
Witch
Archers Tornado Bowler Lumberjack
Balloon
Bowler
Tornado Archers Arrows Witch Lumberjack
Lumberjack
Archers Arrows Witch Bowler

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
Lumberjack Witch
Tornado Witch Bowler Lumberjack Fire Spirit Archers
Witch Lumberjack Bowler
Arrows Tornado Bowler Lumberjack
Arrows Tornado Bowler Fire Spirit Archers Lumberjack
Tornado Fire Spirit Archers Arrows Witch
Bowler Arrows
Witch Tornado Lumberjack
Tornado Fire Spirit Archers Bowler Lumberjack
Archers Witch Arrows Tornado Bowler Lumberjack
Arrows Archers Tornado Witch
Bowler Lumberjack Fire Spirit Witch
Fire Spirit Bowler Arrows Tornado Witch Lumberjack
Lumberjack
Tornado Bowler Lumberjack
Arrows Tornado Witch Bowler Lumberjack
Fire Spirit Arrows Archers Tornado Witch Bowler Lumberjack
Arrows Tornado Witch Fire Spirit Archers Bowler Lumberjack
Tornado Lumberjack
Bowler Fire Spirit Archers Arrows Witch Lumberjack

Counters to secondary win conditions

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

Lumberjack Archers Witch Bowler
Archers Arrows Bowler Lumberjack
Lumberjack Witch Bowler
Bowler Lumberjack Tornado
Witch Bowler Lumberjack
Fire Spirit Arrows Archers Tornado Witch
Archers Witch Bowler Lumberjack
Lumberjack
Tornado Witch
Witch
Witch Bowler Lumberjack
Arrows Tornado Bowler
Bowler Witch Lumberjack
Archers Witch Bowler
Witch Archers Tornado Bowler Lumberjack
Arrows Bowler Archers Witch

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.)

Arrows
Arrows Tornado Bowler
Arrows
Arrows
Fire Spirit Arrows Bowler
Arrows Fire Spirit Tornado Witch
Fire Spirit Archers Arrows Tornado Witch Bowler
Arrows Fire Spirit Tornado Bowler
Arrows Tornado
Fire Spirit Tornado Bowler Lumberjack
Arrows Tornado Bowler
Fire Spirit Archers Arrows Tornado
Fire Spirit Bowler
Arrows
Arrows
Arrows Witch Bowler
Arrows Bowler
Arrows Tornado
Fire Spirit Archers Arrows Bowler
Fire Spirit Arrows Tornado Witch Bowler
Bowler
Arrows Tornado
Tornado Bowler
Arrows
Arrows Tornado Fire Spirit Witch Bowler
Witch
Arrows Tornado Witch Bowler
Arrows Tornado Witch Bowler
Arrows Tornado
Fire Spirit Archers Arrows Tornado Witch
Witch
Bowler
Arrows
Arrows
Arrows Bowler
Fire Spirit Archers Witch
Fire Spirit Archers Arrows Tornado Witch
Arrows
Bowler Lumberjack
Arrows Bowler
Arrows Tornado
Tornado Witch Bowler
Tornado Witch
Tornado Witch Bowler

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