My Best Clash Royale Deck

Deck Check Rating

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

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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 Goblin Gang Zappies 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 Zappies Giant Witch Bandit

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap

Punishments

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

Goblin Gang Giant Bandit

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 Knight Goblin Gang Giant Bandit

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.

Bandit

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
Goblin Gang Giant Bandit
Giant Snowball
Fire Spirit Goblin Gang Zappies Witch
Zap
Fire Spirit Goblin Gang Zappies Witch Bandit
Barbarian Barrel
Fire Spirit Knight Goblin Gang Zappies Witch Bandit
The Log
Fire Spirit Goblin Gang Zappies Witch Bandit
Earthquake
Goblin Gang Zappies Witch
Arrows
Fire Spirit Goblin Gang Zappies Witch
Royal Delivery
Fire Spirit Knight Goblin Gang Zappies Witch Bandit
Fireball
Goblin Gang Zappies Witch Bandit
Poison
Goblin Gang Zappies Witch
Lightning
Knight Witch Bandit
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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

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 Goblin Gang 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Knight Goblin Gang Bandit Zappies Giant Witch

Shortest cycle

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

9 Fire Spirit Zap Knight Goblin Gang

Attack Synergies 2 17

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 Knight Giant Bandit
Zap
Giant Fire Spirit Knight Zappies Witch Bandit
Knight
Goblin Gang Fire Spirit Zap Zappies Witch
Goblin Gang
Knight Giant Bandit
Zappies
Zap Knight Giant Bandit
Giant
Zap Fire Spirit Goblin Gang Zappies Witch Bandit
Witch
Zap Knight Giant Bandit
Bandit
Fire Spirit Zap Goblin Gang Zappies Giant Witch

Defense Synergies 2 12

Fire Spirit
Knight Zap
Zap
Fire Spirit Knight Goblin Gang Zappies Witch Bandit
Knight
Fire Spirit Goblin Gang Zap Zappies Witch
Goblin Gang
Knight Zap Zappies Bandit
Zappies
Zap Knight Goblin Gang Bandit
Giant
Witch
Zap Knight Bandit
Bandit
Zap Goblin Gang Zappies 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.

Zap Knight Zappies
Zap Knight Goblin Gang Zappies Witch Bandit
Goblin Gang Witch Fire Spirit Knight Zappies Bandit
Witch Knight Goblin Gang Zappies Bandit
Goblin Gang Fire Spirit Zap Zappies Bandit
Fire Spirit Zap Goblin Gang Zappies Witch
Zap Bandit
Zappies Witch Goblin Gang
Knight Goblin Gang Fire Spirit Zappies Bandit
Goblin Gang Witch Zap Knight Zappies Bandit
Zap Goblin Gang Zappies Witch
Fire Spirit Zap Knight Goblin Gang Zappies Witch Bandit
Fire Spirit Zap Goblin Gang Zappies Witch
Knight Goblin Gang Zappies Bandit
Zap Goblin Gang Zappies Bandit
Knight Goblin Gang Zappies Witch
Fire Spirit Zap Knight Goblin Gang Zappies Witch Bandit
Zap Witch Fire Spirit Knight Zappies Bandit
Zappies
Goblin Gang Fire Spirit Knight Zappies Witch Bandit

Counters to secondary win conditions

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

Knight Goblin Gang Zap Zappies Witch Bandit
Bandit Zap Knight Goblin Gang
Goblin Gang Zappies Bandit Zap Knight Witch
Goblin Gang Zap Knight Zappies Bandit
Knight Goblin Gang Zappies Witch Bandit
Fire Spirit Zap Goblin Gang Zappies Witch
Goblin Gang Knight Zappies Witch Bandit
Knight Zappies
Zap Knight Zappies Witch Bandit
Witch Goblin Gang Zappies
Knight Zappies Witch
Zap
Knight Goblin Gang Zappies Witch Bandit
Zappies Witch
Goblin Gang Zappies Witch Zap Knight
Zap Zappies 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.)

Knight Bandit
Zap Bandit
Bandit
Knight
Fire Spirit Zap
Fire Spirit Zap Witch
Fire Spirit Witch
Fire Spirit Zap
Zap Bandit
Fire Spirit Goblin Gang
Zap Knight Bandit
Fire Spirit Zap
Fire Spirit Knight Bandit
Bandit
Zap
Zap Witch Bandit
Bandit
Fire Spirit Zap Bandit
Fire Spirit Zap Witch
Zap
Zap Fire Spirit Witch
Witch
Zap Witch Bandit
Zap Witch Bandit
Zap Bandit
Fire Spirit Zap Witch
Zap Zappies Witch
Zap Bandit
Zap Zappies
Zap Fire Spirit Goblin Gang Zappies Witch Bandit
Fire Spirit Zap Zappies Witch
Knight Goblin Gang
Zap
Zap
Zap Goblin Gang Zappies Witch
Zap Zappies Witch
Zap Witch Bandit

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