My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Firecracker 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.

Firecracker Elixir Golem Wizard Fisherman

Offensive cards

Win conditions

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

Mortar Elixir Golem

Damage spells

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

Void

Punishments

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

Mortar Elixir Golem

Pump responses

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

Void

Dropped at the bridge

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

Mortar Elixir Golem

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.

Firecracker

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
Elixir Golem Skeleton Army Fisherman
Giant Snowball
Skeleton Army Fisherman
Zap
Firecracker Mortar Skeleton Army Fisherman
Barbarian Barrel
Firecracker Mortar Elixir Golem Wizard Skeleton Army
The Log
Firecracker Elixir Golem Skeleton Army Fisherman
Earthquake
Firecracker Mortar Elixir Golem Skeleton Army
Arrows
Firecracker Skeleton Army
Royal Delivery
Firecracker Elixir Golem Wizard Skeleton Army Fisherman
Fireball
Firecracker Mortar Elixir Golem Wizard Skeleton Army Fisherman
Poison
Firecracker Mortar Elixir Golem Wizard Skeleton Army Fisherman
Lightning
Mortar Wizard Fisherman
Rocket
Mortar Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Mortar 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.

Elixir Golem Skeleton Army

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.

Skeleton Army

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Firecracker Elixir Golem Skeleton Army Void Fisherman Mortar Wizard

Shortest cycle

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

9 Mirror Firecracker Elixir Golem Skeleton Army

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.

Firecracker
Elixir Golem Mortar Mirror Fisherman
Mortar
Firecracker
Elixir Golem
Firecracker Wizard Mirror
Wizard
Elixir Golem
Mirror
Firecracker Elixir Golem Skeleton Army
Skeleton Army
Mirror
Void
Fisherman
Firecracker

Defense Synergies 1 8

Firecracker
Mortar Mirror Skeleton Army Fisherman
Mortar
Firecracker Wizard Mirror Skeleton Army
Elixir Golem
Wizard
Mortar Skeleton Army
Mirror
Skeleton Army Firecracker Mortar
Skeleton Army
Mirror Firecracker Mortar Wizard
Void
Fisherman
Firecracker

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.

Firecracker Mortar Wizard Void
Skeleton Army Firecracker Mortar Fisherman
Mortar Skeleton Army Fisherman Void
Skeleton Army Firecracker Mortar Fisherman
Firecracker Skeleton Army
Skeleton Army Firecracker
Firecracker Mortar Wizard Void
Void
Mortar Skeleton Army Fisherman
Skeleton Army Firecracker Fisherman
Skeleton Army Firecracker Wizard Fisherman
Firecracker Wizard
Mortar Skeleton Army Wizard
Wizard Skeleton Army Firecracker Mortar
Skeleton Army Mortar
Skeleton Army Mortar Fisherman
Wizard Firecracker Mortar Skeleton Army Fisherman
Mortar Firecracker Wizard Skeleton Army Fisherman
Mortar Wizard Firecracker Fisherman
Mortar Fisherman
Wizard Skeleton Army Firecracker Fisherman

Counters to secondary win conditions

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

Skeleton Army Void Fisherman
Void Firecracker Mortar Wizard Fisherman
Skeleton Army Fisherman
Skeleton Army Fisherman
Skeleton Army Fisherman
Firecracker Wizard
Skeleton Army Void
Skeleton Army Fisherman
Void Firecracker Mortar Skeleton Army
Skeleton Army
Skeleton Army Void
Skeleton Army Wizard
Wizard Firecracker Skeleton Army
Skeleton Army Firecracker Mortar Fisherman
Firecracker 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.)

Void Firecracker Mortar
Firecracker Mortar Void Fisherman
Void
Firecracker Void
Wizard Firecracker Mortar
Firecracker Wizard
Firecracker Mortar Wizard
Firecracker Wizard
Void Firecracker Mortar Wizard Fisherman
Void Fisherman
Firecracker Void Mortar Wizard Fisherman
Void Firecracker Wizard
Firecracker Mortar Void Fisherman
Firecracker Mortar Void Fisherman
Firecracker Mortar Fisherman
Firecracker Mortar Wizard
Firecracker Mortar Wizard
Mortar
Fisherman
Void Firecracker Mortar Wizard Fisherman
Firecracker Mortar Wizard
Void
Wizard Void
Void Fisherman
Mortar Void
Firecracker Mortar Wizard
Fisherman
Firecracker Mortar Void Wizard Fisherman
Void Mortar Wizard Fisherman
Void Firecracker Mortar Fisherman
Firecracker Wizard
Firecracker Wizard Void
Void
Void Mortar Wizard
Void Firecracker
Firecracker Wizard
Skeleton Army Void
Firecracker Wizard
Void Firecracker Wizard
Firecracker Mortar Wizard
Void
Firecracker
Firecracker
Firecracker Void
Void Firecracker Mortar

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