My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
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 Night 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.

Bats Wizard Giant Skeleton Lumberjack Night Witch

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Missing

Punishments

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

Hog Rider 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 Hog Rider Giant Skeleton 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.

Hog Rider Giant Skeleton 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
Bats Hog Rider Clone Giant Skeleton Night Witch
Giant Snowball
Fire Spirit Bats Hog Rider Clone Lumberjack Night Witch
Zap
Fire Spirit Bats Clone Night Witch
Barbarian Barrel
Fire Spirit Wizard Clone Giant Skeleton Lumberjack Night Witch
The Log
Fire Spirit Hog Rider Clone Giant Skeleton Lumberjack
Earthquake
Hog Rider Clone
Arrows
Fire Spirit Bats Clone Night Witch
Royal Delivery
Fire Spirit Bats Hog Rider Wizard Clone Giant Skeleton Lumberjack Night Witch
Fireball
Hog Rider Wizard Clone Lumberjack Night Witch
Poison
Bats Wizard Clone Night Witch
Lightning
Wizard Lumberjack Night Witch
Rocket
Hog Rider Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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 Clone Giant Skeleton Night Witch

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Clone Hog Rider Lumberjack Night Witch Wizard Giant Skeleton

Shortest cycle

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

10 Fire Spirit Bats Clone Hog Rider

Attack Synergies 5 13

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
Hog Rider Giant Skeleton Lumberjack
Bats
Hog Rider Giant Skeleton Clone Lumberjack
Hog Rider
Fire Spirit Bats Wizard Giant Skeleton Lumberjack
Wizard
Hog Rider Giant Skeleton Lumberjack
Clone
Giant Skeleton Night Witch Bats Lumberjack
Giant Skeleton
Bats Clone Fire Spirit Hog Rider Wizard Lumberjack Night Witch
Lumberjack
Fire Spirit Bats Hog Rider Wizard Clone Giant Skeleton Night Witch
Night Witch
Clone Giant Skeleton Lumberjack

Defense Synergies 0 6

Fire Spirit
Giant Skeleton
Bats
Giant Skeleton Lumberjack
Hog Rider
Wizard
Giant Skeleton Lumberjack
Clone
Giant Skeleton
Fire Spirit Bats Wizard Lumberjack
Lumberjack
Bats Wizard Giant Skeleton
Night 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.

Wizard
Lumberjack Bats Night Witch
Lumberjack Fire Spirit Bats Giant Skeleton Night Witch
Lumberjack Night Witch Bats
Giant Skeleton Lumberjack
Fire Spirit Bats Lumberjack Night Witch
Bats Fire Spirit Wizard Night Witch
Giant Skeleton
Lumberjack Night Witch
Fire Spirit Giant Skeleton Lumberjack Night Witch
Bats Wizard Giant Skeleton Lumberjack Night Witch
Bats Wizard Night Witch
Lumberjack Night Witch Fire Spirit Bats Wizard Giant Skeleton
Fire Spirit Wizard Bats Lumberjack Night Witch
Lumberjack
Lumberjack
Wizard Bats Lumberjack Night Witch
Fire Spirit Bats Wizard Lumberjack Night Witch
Wizard Fire Spirit Bats Giant Skeleton Lumberjack
Lumberjack
Wizard Fire Spirit Bats Giant Skeleton Lumberjack Night Witch

Counters to secondary win conditions

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

Lumberjack Giant Skeleton
Wizard Lumberjack
Giant Skeleton Lumberjack Bats
Giant Skeleton Lumberjack Bats Night Witch
Giant Skeleton Lumberjack Night Witch
Fire Spirit Wizard Bats
Bats Giant Skeleton Lumberjack Night Witch
Giant Skeleton Lumberjack
Giant Skeleton Bats
Bats Giant Skeleton Lumberjack
Giant Skeleton
Giant Skeleton Wizard Lumberjack Night Witch
Wizard
Bats Giant Skeleton Lumberjack Night Witch
Bats Wizard 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.)

Giant Skeleton
Giant Skeleton
Giant Skeleton
Wizard Fire Spirit
Wizard Fire Spirit Bats
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Bats Lumberjack Night Witch
Wizard
Fire Spirit Wizard
Fire Spirit
Wizard
Wizard
Bats Night Witch
Fire Spirit Wizard
Fire Spirit Wizard
Giant Skeleton Night Witch
Wizard
Fire Spirit Wizard
Wizard
Wizard
Fire Spirit Bats Wizard Night Witch
Bats Wizard
Night Witch
Wizard Night Witch
Giant Skeleton
Wizard
Fire Spirit Bats Night Witch
Fire Spirit Wizard
Wizard Lumberjack
Wizard
Giant Skeleton
Bats Giant Skeleton
Bats
Giant Skeleton

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