My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Musketeer Witch Electro 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.

Musketeer Witch Giant Skeleton Electro Wizard

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.

Zap Arrows

Punishments

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

Elite Barbarians

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 Elite Barbarians Giant Skeleton

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.

Elite Barbarians Giant Skeleton Electro Wizard

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
Elite Barbarians Giant Skeleton
Giant Snowball
Fire Spirit Musketeer Witch
Zap
Fire Spirit Witch
Barbarian Barrel
Fire Spirit Elite Barbarians Musketeer Witch Giant Skeleton Electro Wizard
The Log
Fire Spirit Elite Barbarians Musketeer Witch Giant Skeleton
Earthquake
Witch
Arrows
Fire Spirit Witch
Royal Delivery
Fire Spirit Elite Barbarians Musketeer Witch Giant Skeleton Electro Wizard
Fireball
Elite Barbarians Musketeer Witch Electro Wizard
Poison
Musketeer Witch Electro Wizard
Lightning
Elite Barbarians Musketeer Witch Electro Wizard
Rocket
Elite Barbarians Musketeer Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows

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 Giant Skeleton

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.

Elite Barbarians

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 Musketeer Witch Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Arrows Musketeer Electro Wizard Witch Elite Barbarians Giant Skeleton

Shortest cycle

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

10 Fire Spirit Zap Arrows Musketeer

Attack Synergies 4 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
Zap Elite Barbarians Giant Skeleton
Zap
Arrows Elite Barbarians Electro Wizard Fire Spirit Musketeer Witch Giant Skeleton
Arrows
Zap Elite Barbarians Giant Skeleton
Elite Barbarians
Zap Arrows Fire Spirit
Musketeer
Zap Giant Skeleton
Witch
Zap Giant Skeleton
Giant Skeleton
Fire Spirit Zap Arrows Musketeer Witch Electro Wizard
Electro Wizard
Zap Giant Skeleton

Defense Synergies 1 14

Fire Spirit
Zap Giant Skeleton Electro Wizard
Zap
Electro Wizard Fire Spirit Arrows Elite Barbarians Musketeer Witch Giant Skeleton
Arrows
Zap Giant Skeleton
Elite Barbarians
Zap
Musketeer
Zap Giant Skeleton Electro Wizard
Witch
Zap Giant Skeleton Electro Wizard
Giant Skeleton
Fire Spirit Zap Arrows Musketeer Witch Electro Wizard
Electro Wizard
Zap Fire Spirit Musketeer Witch Giant Skeleton

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.

Zap Musketeer Electro Wizard
Elite Barbarians Zap Musketeer Witch Electro Wizard
Witch Fire Spirit Elite Barbarians Musketeer Giant Skeleton Electro Wizard
Elite Barbarians Witch Musketeer Electro Wizard
Arrows Elite Barbarians Giant Skeleton
Arrows Fire Spirit Zap Musketeer Electro Wizard
Musketeer Electro Wizard Fire Spirit Zap Arrows Witch
Zap Arrows Musketeer Giant Skeleton Electro Wizard
Witch Elite Barbarians Musketeer
Elite Barbarians Fire Spirit Musketeer Giant Skeleton Electro Wizard
Witch Electro Wizard Zap Arrows Musketeer Giant Skeleton
Arrows Musketeer Zap Witch Electro Wizard
Fire Spirit Zap Elite Barbarians Musketeer Witch Giant Skeleton Electro Wizard
Fire Spirit Zap Arrows Witch Electro Wizard
Elite Barbarians Electro Wizard
Zap Elite Barbarians Electro Wizard
Arrows Elite Barbarians Musketeer Witch Electro Wizard
Fire Spirit Arrows Zap Elite Barbarians Musketeer Witch Electro Wizard
Zap Arrows Witch Fire Spirit Musketeer Giant Skeleton Electro Wizard
Elite Barbarians Musketeer Electro Wizard
Fire Spirit Arrows Elite Barbarians Musketeer Witch Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Zap Elite Barbarians Witch Giant Skeleton Electro Wizard
Electro Wizard Zap Arrows Elite Barbarians Musketeer
Giant Skeleton Zap Elite Barbarians Musketeer Witch Electro Wizard
Giant Skeleton Zap Elite Barbarians Musketeer Electro Wizard
Giant Skeleton Elite Barbarians Musketeer Witch
Fire Spirit Arrows Zap Musketeer Witch Electro Wizard
Elite Barbarians Musketeer Witch Giant Skeleton Electro Wizard
Giant Skeleton Elite Barbarians
Zap Giant Skeleton Electro Wizard Elite Barbarians Witch
Witch Musketeer
Elite Barbarians Musketeer Witch Giant Skeleton
Zap Arrows Elite Barbarians Giant Skeleton Electro Wizard
Elite Barbarians Giant Skeleton Witch
Musketeer Witch
Elite Barbarians Witch Electro Wizard Zap Musketeer Giant Skeleton
Arrows Zap Elite Barbarians Musketeer Witch Giant Skeleton Electro 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.)

Arrows Musketeer Giant Skeleton
Arrows Zap Musketeer Electro Wizard
Arrows Giant Skeleton
Arrows Musketeer Giant Skeleton
Fire Spirit Zap Arrows
Arrows Fire Spirit Zap Musketeer Witch
Fire Spirit Arrows Musketeer Witch
Arrows Fire Spirit Zap
Arrows Zap
Fire Spirit Elite Barbarians Musketeer Electro Wizard
Zap Arrows Musketeer Electro Wizard
Fire Spirit Zap Arrows Musketeer
Fire Spirit Elite Barbarians Musketeer
Arrows Musketeer
Zap Arrows Elite Barbarians Musketeer
Zap Arrows Musketeer Witch
Arrows Musketeer
Arrows
Fire Spirit Zap Arrows Musketeer Electro Wizard
Fire Spirit Zap Arrows Witch
Musketeer Giant Skeleton
Arrows
Musketeer
Zap Arrows Musketeer
Zap Arrows Fire Spirit Witch
Witch
Arrows Zap Musketeer Witch Electro Wizard
Zap Arrows Musketeer Witch
Zap Arrows Musketeer
Elite Barbarians Fire Spirit Zap Arrows Musketeer Witch Electro Wizard
Zap Electro Wizard Musketeer Witch
Elite Barbarians
Zap Arrows Musketeer
Zap Arrows Electro Wizard
Giant Skeleton
Arrows
Zap Electro Wizard Fire Spirit Musketeer Witch
Fire Spirit Zap Arrows Musketeer Witch Electro Wizard
Arrows
Musketeer Electro Wizard
Arrows Zap Musketeer
Zap Arrows Giant Skeleton
Elite Barbarians Musketeer
Zap Elite Barbarians Musketeer Witch Giant Skeleton Electro Wizard
Zap Musketeer Witch Electro Wizard
Zap Musketeer Witch Giant Skeleton Electro Wizard

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