My Best Clash Royale Deck

Deck Check Rating

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

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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Minions Mega Minion 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.

Knight Mega Minion Wizard Golem Night Witch

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

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 Knight 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
Minions Night Witch
Giant Snowball
Fire Spirit Minions Mega Minion Night Witch
Zap
Fire Spirit Minions Night Witch
Barbarian Barrel
Fire Spirit Knight Wizard Night Witch
The Log
Fire Spirit
Earthquake
Arrows
Fire Spirit Minions Night Witch
Royal Delivery
Fire Spirit Knight Minions Mega Minion Wizard Night Witch
Fireball
Minions Mega Minion Wizard Night Witch
Poison
Minions Mega Minion Wizard Night Witch
Lightning
Knight Mega Minion Wizard Night Witch
Rocket
Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball 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 Knight Mega Minion Golem Night Witch

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 Minions Fireball 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 Knight Minions Mega Minion Fireball Night Witch Wizard Golem

Shortest cycle

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

10 Fire Spirit Knight Minions Mega Minion

Attack Synergies 5 9

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
Knight Mega Minion Golem
Knight
Minions Mega Minion Fire Spirit Fireball Wizard Night Witch
Minions
Knight Golem
Mega Minion
Knight Golem Fire Spirit Fireball
Fireball
Golem Knight Mega Minion
Wizard
Knight Golem
Golem
Mega Minion Fireball Night Witch Fire Spirit Minions Wizard
Night Witch
Golem Knight

Defense Synergies 3 5

Fire Spirit
Knight
Knight
Fire Spirit Minions Mega Minion Fireball Wizard Night Witch
Minions
Knight
Mega Minion
Knight Wizard Night Witch
Fireball
Knight
Wizard
Knight Mega Minion
Golem
Night Witch
Knight Mega Minion

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.

Knight Minions Mega Minion Fireball Wizard
Knight Minions Mega Minion Night Witch
Fire Spirit Knight Minions Mega Minion Night Witch
Night Witch Knight Minions Mega Minion
Fireball
Fireball Fire Spirit Minions Mega Minion Night Witch
Minions Mega Minion Fire Spirit Fireball Wizard Night Witch
Fireball
Minions Night Witch
Knight Fire Spirit Night Witch
Minions Knight Mega Minion Fireball Wizard Night Witch
Minions Mega Minion Fireball Wizard Night Witch
Night Witch Fire Spirit Knight Minions Fireball Wizard
Fire Spirit Fireball Wizard Minions Mega Minion Night Witch
Knight
Fireball
Wizard Knight Minions Fireball Night Witch
Fire Spirit Fireball Knight Minions Mega Minion Wizard Night Witch
Wizard Fire Spirit Knight Minions Mega Minion Fireball
Wizard Fire Spirit Knight Minions Fireball Night Witch

Counters to secondary win conditions

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

Knight Fireball
Fireball Knight Mega Minion Wizard
Knight Minions
Knight Fireball Night Witch
Knight Night Witch
Fire Spirit Fireball Wizard Minions
Knight Minions Mega Minion Fireball Night Witch
Knight
Knight Minions Mega Minion Fireball
Mega Minion
Knight Minions Mega Minion
Fireball
Knight Fireball Wizard Night Witch
Wizard Fireball
Knight Minions Mega Minion Fireball Night Witch
Minions Mega Minion Fireball 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.)

Fireball Knight
Fireball
Fireball
Knight Fireball
Fireball Wizard Fire Spirit
Fireball Wizard Fire Spirit Minions Mega Minion
Fire Spirit Wizard
Fireball Fire Spirit Wizard
Fireball Wizard
Fire Spirit Minions Fireball Night Witch
Knight Fireball Wizard
Fireball Fire Spirit Wizard
Fire Spirit Knight Fireball
Minions Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Minions Night Witch
Fire Spirit Mega Minion Fireball Wizard
Fire Spirit Fireball Wizard
Minions Fireball Night Witch
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard
Mega Minion
Fireball Wizard
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard Night Witch
Minions Mega Minion Fireball Wizard
Mega Minion Fireball Night Witch
Fireball Wizard Night Witch
Fireball
Fireball Wizard
Fire Spirit Minions Fireball Night Witch
Fireball Fire Spirit Mega Minion Wizard
Fireball
Fireball Knight Mega Minion Wizard
Fireball Wizard
Fireball
Mega Minion
Minions Fireball
Fireball
Fireball

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