My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

Firecracker 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.

Firecracker Royal Giant Battle Ram Night Witch

Offensive cards

Win conditions

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

Royal Giant Battle Ram

Damage spells

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

Arrows

Punishments

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

Royal Giant Battle Ram

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.

Barbarians Royal Giant Heal Spirit Battle Ram

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.

Firecracker

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
Royal Giant Battle Ram Night Witch
Giant Snowball
Barbarians Battle Ram Night Witch
Zap
Firecracker Royal Giant Battle Ram Night Witch
Barbarian Barrel
Firecracker Barbarians Heal Spirit Battle Ram Night Witch
The Log
Firecracker Barbarians Royal Giant Heal Spirit Battle Ram
Earthquake
Firecracker Barbarians
Arrows
Firecracker Heal Spirit Night Witch
Royal Delivery
Firecracker Barbarians Heal Spirit Battle Ram Night Witch
Fireball
Firecracker Barbarians Battle Ram Night Witch
Poison
Firecracker Barbarians Night Witch
Lightning
Battle Ram Night Witch
Rocket
Barbarians Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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.

Arrows Heal Spirit Battle Ram 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.

Royal Giant

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.

Barbarians Heal Spirit

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.

Mirror Heal Spirit Arrows Firecracker Battle Ram Night Witch Barbarians Royal Giant

Shortest cycle

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

7 Mirror Heal Spirit Arrows Firecracker

Attack Synergies 4 11

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.

Arrows
Royal Giant Mirror Battle Ram Night Witch
Firecracker
Royal Giant Battle Ram Mirror
Barbarians
Heal Spirit
Royal Giant
Arrows Firecracker Heal Spirit Mirror Night Witch
Heal Spirit
Royal Giant Barbarians Battle Ram Night Witch
Battle Ram
Arrows Firecracker Heal Spirit Mirror
Mirror
Arrows Firecracker Royal Giant Battle Ram Night Witch
Night Witch
Arrows Royal Giant Heal Spirit Mirror

Defense Synergies 1 4

Arrows
Mirror Barbarians
Firecracker
Mirror Night Witch
Barbarians
Arrows
Royal Giant
Heal Spirit
Battle Ram
Mirror
Arrows Firecracker Night Witch
Night Witch
Firecracker Mirror

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.

Firecracker
Barbarians Firecracker Night Witch
Barbarians Night Witch
Barbarians Night Witch Firecracker
Arrows Firecracker Barbarians
Arrows Firecracker Night Witch
Arrows Firecracker Night Witch
Arrows Barbarians
Barbarians Night Witch
Firecracker Barbarians Night Witch
Barbarians Arrows Firecracker Night Witch
Arrows Firecracker Night Witch
Barbarians Night Witch
Arrows Firecracker Barbarians Night Witch
Barbarians
Barbarians
Barbarians Arrows Firecracker Night Witch
Arrows Firecracker Barbarians Night Witch
Arrows Firecracker Barbarians
Barbarians
Arrows Firecracker Barbarians Night Witch

Counters to secondary win conditions

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

Barbarians
Arrows Firecracker
Barbarians
Barbarians Night Witch
Barbarians Night Witch
Arrows Firecracker
Barbarians Night Witch
Barbarians
Firecracker Barbarians
Barbarians
Barbarians
Arrows Barbarians
Barbarians Night Witch
Firecracker Barbarians
Barbarians Firecracker Night Witch
Arrows Firecracker Barbarians

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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker Barbarians
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Night Witch
Firecracker Arrows
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Night Witch
Arrows Firecracker
Arrows Firecracker
Night Witch
Arrows
Arrows Barbarians
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker Night Witch
Firecracker
Night Witch
Arrows Night Witch
Arrows Firecracker
Arrows Firecracker
Barbarians Night Witch
Arrows Firecracker
Arrows
Firecracker
Arrows Firecracker
Arrows
Firecracker
Firecracker
Firecracker
Firecracker

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