My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 Minions 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 Witch Prince Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Fireball

Punishments

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

Prince

Pump responses

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

Fireball

Dropped at the bridge

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

Fire Spirit Goblins Prince 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.

Golem

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 Minions Prince
Giant Snowball
Fire Spirit Goblins Bats Minions Witch
Zap
Fire Spirit Goblins Bats Minions Witch Prince
Barbarian Barrel
Fire Spirit Goblins Witch
The Log
Fire Spirit Goblins Witch Prince
Earthquake
Witch
Arrows
Fire Spirit Goblins Bats Minions Witch
Royal Delivery
Fire Spirit Goblins Bats Minions Witch Prince
Fireball
Minions Witch
Poison
Bats Minions Witch
Lightning
Witch Prince
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball

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 Prince Golem

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.

Fireball

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 Goblins Minions Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Goblins Bats Minions Fireball Witch Prince Golem

Shortest cycle

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

8 Fire Spirit Goblins Bats Minions

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
Prince Golem
Goblins
Bats
Minions Prince Golem
Minions
Bats Prince Golem
Fireball
Golem
Witch
Prince Golem
Prince
Fire Spirit Bats Minions Witch Golem
Golem
Fireball Fire Spirit Bats Minions Witch Prince

Defense Synergies 0 4

Fire Spirit
Goblins
Bats
Minions Prince
Minions
Bats Prince
Fireball
Witch
Prince
Prince
Bats Minions Witch
Golem

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.

Minions Fireball
Goblins Bats Minions Witch Prince
Witch Prince Fire Spirit Goblins Bats Minions
Witch Prince Goblins Bats Minions
Fireball Prince
Fireball Fire Spirit Goblins Bats Minions
Bats Minions Fire Spirit Fireball Witch
Fireball
Witch Goblins Minions Prince
Fire Spirit Goblins Prince
Goblins Bats Minions Witch Fireball
Minions Bats Fireball Witch
Prince Fire Spirit Bats Minions Fireball Witch
Fire Spirit Fireball Goblins Bats Minions Witch Prince
Prince
Fireball Prince
Goblins Bats Minions Fireball Witch Prince
Fire Spirit Fireball Goblins Bats Minions Witch Prince
Witch Fire Spirit Bats Minions Fireball
Prince
Fire Spirit Goblins Bats Minions Fireball Witch Prince

Counters to secondary win conditions

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

Goblins Fireball Witch Prince
Fireball Prince
Goblins Bats Minions Witch Prince
Prince Bats Fireball
Witch Prince
Fire Spirit Fireball Bats Minions Witch
Prince Goblins Bats Minions Fireball Witch
Prince
Goblins Bats Minions Fireball Witch Prince
Witch
Bats Minions Witch Prince
Fireball Prince
Prince Fireball Witch
Fireball Witch
Witch Goblins Bats Minions Fireball Prince
Bats Minions Fireball 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.)

Fireball
Fireball
Fireball
Fireball Prince
Fireball Fire Spirit
Fireball Fire Spirit Bats Minions Witch
Fire Spirit Witch
Fireball Fire Spirit
Fireball
Fire Spirit Goblins Bats Minions Fireball Prince
Fireball Prince
Fireball Fire Spirit
Fire Spirit Fireball
Minions Fireball
Fireball Prince
Fireball Witch
Fireball
Fireball
Bats Minions
Fire Spirit Fireball Prince
Fire Spirit Fireball Witch
Minions Fireball Prince
Fireball
Prince
Fireball
Fire Spirit Fireball Witch
Witch
Fireball Witch
Fireball Witch Prince
Fireball
Fire Spirit Bats Fireball Witch
Bats Minions Fireball Witch
Fireball
Fireball
Fireball
Prince
Fireball
Fire Spirit Bats Minions Fireball Witch Prince
Fireball Fire Spirit Witch
Fireball
Fireball Prince
Fireball
Fireball
Prince
Bats Minions Fireball Witch
Bats Fireball Witch
Fireball Witch Prince

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