My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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.

Wizard Giant Skeleton 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.

Poison

Pump responses

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

Poison

Dropped at the bridge

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

Fire Spirit Giant Skeleton 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.

Giant Skeleton 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
Skeleton Army Clone Giant Skeleton Night Witch
Giant Snowball
Fire Spirit Skeleton Army Clone Night Witch
Zap
Fire Spirit Skeleton Army Clone Night Witch
Barbarian Barrel
Fire Spirit Wizard Skeleton Army Clone Giant Skeleton Night Witch
The Log
Fire Spirit Skeleton Army Clone Giant Skeleton
Earthquake
Skeleton Army Clone
Arrows
Fire Spirit Skeleton Army Clone Night Witch
Royal Delivery
Fire Spirit Wizard Skeleton Army Clone Giant Skeleton Night Witch
Fireball
Wizard Skeleton Army Clone Night Witch
Poison
Wizard Skeleton Army Clone Night Witch
Lightning
Wizard Night Witch
Rocket
Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Poison

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 Skeleton Army Clone Poison Giant Skeleton 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.

Skeleton Army

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 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 Skeleton Army Clone Poison Night Witch Wizard Giant Skeleton Golem

Shortest cycle

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

11 Fire Spirit Skeleton Army Clone Poison

Attack Synergies 6 7

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
Giant Skeleton Golem
Wizard
Giant Skeleton Golem
Skeleton Army
Clone
Clone
Skeleton Army Giant Skeleton Golem Night Witch
Poison
Golem Giant Skeleton Night Witch
Giant Skeleton
Clone Fire Spirit Wizard Poison Night Witch
Golem
Clone Poison Night Witch Fire Spirit Wizard
Night Witch
Clone Golem Poison Giant Skeleton

Defense Synergies 0 4

Fire Spirit
Giant Skeleton
Wizard
Skeleton Army Giant Skeleton
Skeleton Army
Wizard Giant Skeleton
Clone
Poison
Giant Skeleton
Fire Spirit Wizard Skeleton Army
Golem
Night 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.

Wizard
Skeleton Army Night Witch
Skeleton Army Fire Spirit Giant Skeleton Night Witch
Skeleton Army Night Witch
Skeleton Army Poison Giant Skeleton
Skeleton Army Fire Spirit Night Witch
Fire Spirit Wizard Poison Night Witch
Poison Giant Skeleton
Skeleton Army Night Witch
Skeleton Army Fire Spirit Giant Skeleton Night Witch
Skeleton Army Poison Wizard Giant Skeleton Night Witch
Wizard Poison Night Witch
Skeleton Army Night Witch Fire Spirit Wizard Giant Skeleton
Fire Spirit Wizard Skeleton Army Poison Night Witch
Skeleton Army
Skeleton Army
Wizard Skeleton Army Poison Night Witch
Fire Spirit Wizard Skeleton Army Night Witch
Wizard Poison Fire Spirit Giant Skeleton
Wizard Skeleton Army Fire Spirit Poison Giant Skeleton Night Witch

Counters to secondary win conditions

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

Skeleton Army Giant Skeleton
Poison Wizard
Skeleton Army Giant Skeleton
Skeleton Army Giant Skeleton Night Witch
Giant Skeleton Skeleton Army Night Witch
Fire Spirit Wizard Poison
Skeleton Army Giant Skeleton Night Witch
Giant Skeleton Skeleton Army
Giant Skeleton Skeleton Army Poison
Skeleton Army
Giant Skeleton
Skeleton Army Poison Giant Skeleton
Skeleton Army Giant Skeleton Wizard Night Witch
Wizard Skeleton Army
Skeleton Army Poison Giant Skeleton Night Witch
Poison Wizard Giant Skeleton

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.)

Poison Giant Skeleton
Poison
Poison Giant Skeleton
Poison Giant Skeleton
Wizard Poison Fire Spirit
Wizard Poison Fire Spirit
Fire Spirit Wizard Poison
Poison Fire Spirit Wizard
Poison Wizard
Fire Spirit Poison Night Witch
Poison Wizard
Poison Fire Spirit Wizard
Poison Fire Spirit
Poison
Poison
Wizard Poison
Wizard Poison
Poison
Night Witch
Fire Spirit Wizard Poison
Fire Spirit Wizard Poison
Poison Giant Skeleton Night Witch
Wizard Poison
Poison
Poison Fire Spirit Wizard
Poison Wizard
Wizard Poison
Poison
Poison Fire Spirit Wizard Night Witch
Wizard Poison
Night Witch
Poison Wizard Night Witch
Poison
Giant Skeleton
Wizard Poison
Fire Spirit Skeleton Army Night Witch
Poison Fire Spirit Wizard
Poison Wizard
Wizard Poison
Poison Giant Skeleton
Poison Giant Skeleton
Poison
Poison Giant Skeleton

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