My Best Clash Royale Deck

Deck Check Rating

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

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 Electro 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.

Prince Golem Bandit Electro Wizard 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.

Zap Arrows

Punishments

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

Prince 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 Prince Golem 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.

Golem Bandit 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
Prince Bandit Night Witch
Giant Snowball
Fire Spirit Night Witch
Zap
Fire Spirit Prince Bandit Night Witch
Barbarian Barrel
Fire Spirit Bandit Electro Wizard Night Witch
The Log
Fire Spirit Prince Bandit
Earthquake
Arrows
Fire Spirit Night Witch
Royal Delivery
Fire Spirit Prince Bandit Electro Wizard Night Witch
Fireball
Bandit Electro Wizard Night Witch
Poison
Electro Wizard Night Witch
Lightning
Prince Bandit Electro Wizard Night Witch
Rocket
Prince Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows

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 Prince Golem Night Witch

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 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.

RIP

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 Bandit Electro Wizard Night Witch Prince Golem

Shortest cycle

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

9 Fire Spirit Zap Arrows Bandit

Attack Synergies 5 15

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 Prince Golem Bandit
Zap
Arrows Prince Electro Wizard Fire Spirit Golem Bandit Night Witch
Arrows
Zap Golem Prince Bandit Night Witch
Prince
Zap Fire Spirit Arrows Golem Electro Wizard
Golem
Arrows Night Witch Fire Spirit Zap Prince Bandit Electro Wizard
Bandit
Fire Spirit Zap Arrows Golem Electro Wizard
Electro Wizard
Zap Prince Golem Bandit
Night Witch
Golem Zap Arrows

Defense Synergies 1 11

Fire Spirit
Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Arrows Prince Bandit Night Witch
Arrows
Zap Prince Bandit
Prince
Zap Arrows Electro Wizard
Golem
Bandit
Zap Arrows Electro Wizard
Electro Wizard
Zap Fire Spirit Prince Bandit Night Witch
Night Witch
Zap Electro Wizard

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 Electro Wizard
Zap Prince Bandit Electro Wizard Night Witch
Prince Fire Spirit Bandit Electro Wizard Night Witch
Prince Night Witch Bandit Electro Wizard
Arrows Prince
Arrows Fire Spirit Zap Bandit Electro Wizard Night Witch
Electro Wizard Fire Spirit Zap Arrows Night Witch
Zap Arrows Bandit Electro Wizard
Prince Night Witch
Fire Spirit Prince Bandit Electro Wizard Night Witch
Electro Wizard Zap Arrows Bandit Night Witch
Arrows Zap Electro Wizard Night Witch
Prince Night Witch Fire Spirit Zap Bandit Electro Wizard
Fire Spirit Zap Arrows Prince Electro Wizard Night Witch
Prince Bandit Electro Wizard
Zap Prince Bandit Electro Wizard
Arrows Prince Electro Wizard Night Witch
Fire Spirit Arrows Zap Prince Bandit Electro Wizard Night Witch
Zap Arrows Fire Spirit Bandit Electro Wizard
Prince Electro Wizard
Fire Spirit Arrows Prince Bandit Electro Wizard Night Witch

Counters to secondary win conditions

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

Zap Prince Bandit Electro Wizard
Bandit Electro Wizard Zap Arrows Prince
Bandit Zap Prince Electro Wizard
Prince Zap Bandit Electro Wizard Night Witch
Prince Bandit Night Witch
Fire Spirit Arrows Zap Electro Wizard
Prince Bandit Electro Wizard Night Witch
Prince
Zap Electro Wizard Prince Bandit
Prince
Zap Arrows Prince Electro Wizard
Prince Bandit Night Witch
Electro Wizard Zap Prince Night Witch
Arrows Zap 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 Bandit
Arrows Zap Bandit Electro Wizard
Arrows Bandit
Arrows Prince
Fire Spirit Zap Arrows
Arrows Fire Spirit Zap
Fire Spirit Arrows
Arrows Fire Spirit Zap
Arrows Zap Bandit
Fire Spirit Prince Electro Wizard Night Witch
Zap Arrows Prince Bandit Electro Wizard
Fire Spirit Zap Arrows
Fire Spirit Bandit
Arrows Bandit
Zap Arrows Prince
Zap Arrows Bandit
Arrows Bandit
Arrows
Night Witch
Fire Spirit Zap Arrows Prince Bandit Electro Wizard
Fire Spirit Zap Arrows
Prince Night Witch
Arrows
Prince
Zap Arrows
Zap Arrows Fire Spirit
Arrows Zap Bandit Electro Wizard
Zap Arrows Prince Bandit
Zap Arrows Bandit
Fire Spirit Zap Arrows Electro Wizard Night Witch
Zap Electro Wizard
Night Witch
Zap Arrows Bandit Night Witch
Zap Arrows Electro Wizard
Prince
Arrows
Zap Electro Wizard Fire Spirit Prince Bandit Night Witch
Fire Spirit Zap Arrows Electro Wizard
Arrows
Prince Electro Wizard
Arrows Zap
Zap Arrows
Prince
Zap Electro Wizard
Zap Electro Wizard
Zap Prince Bandit Electro Wizard

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