My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Elixir Golem Miner Royal Ghost Electro Wizard Graveyard

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 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 Bats Wizard Magic Archer

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.

Bats Knight Wizard Balloon Fisherman Magic Archer

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Poison

Punishments

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

Balloon

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 Knight Balloon Magic Archer

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.

Balloon Magic Archer

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
Bats Balloon Fisherman
Giant Snowball
Fire Spirit Bats Balloon Fisherman
Zap
Fire Spirit Bats Balloon Fisherman
Barbarian Barrel
Fire Spirit Knight Wizard Magic Archer
The Log
Fire Spirit Fisherman
Earthquake
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Knight Wizard Balloon Fisherman Magic Archer
Fireball
Wizard Balloon Fisherman Magic Archer
Poison
Bats Wizard Balloon Fisherman Magic Archer
Lightning
Knight Wizard Balloon Fisherman Magic Archer
Rocket
Wizard Balloon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Poison Magic Archer

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 Bats Knight Poison

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Knight Fisherman Poison Magic Archer Wizard Balloon

Shortest cycle

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

9 Fire Spirit Bats Knight Fisherman

Attack Synergies 3 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.

Fire Spirit
Knight Balloon Fisherman
Bats
Knight Balloon Fisherman
Knight
Bats Balloon Fire Spirit Wizard Poison Magic Archer
Wizard
Knight Balloon
Poison
Knight Balloon
Balloon
Bats Knight Fire Spirit Wizard Poison Fisherman Magic Archer
Fisherman
Fire Spirit Bats Balloon
Magic Archer
Knight Balloon

Defense Synergies 3 5

Fire Spirit
Knight
Bats
Knight Fisherman
Knight
Fire Spirit Bats Magic Archer Wizard Poison Fisherman
Wizard
Knight
Poison
Knight
Balloon
Fisherman
Bats Knight Magic Archer
Magic Archer
Knight Fisherman

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 Wizard Magic Archer
Bats Knight Fisherman
Fisherman Fire Spirit Bats Knight
Bats Knight Fisherman
Poison
Fire Spirit Bats Magic Archer
Bats Fire Spirit Wizard Poison Magic Archer
Poison Magic Archer
Fisherman
Knight Fire Spirit Fisherman
Bats Poison Knight Wizard Fisherman Magic Archer
Bats Wizard Poison Magic Archer
Fire Spirit Bats Knight Wizard
Fire Spirit Wizard Bats Poison Magic Archer
Knight
Fisherman
Wizard Bats Knight Poison Fisherman
Fire Spirit Bats Knight Wizard Fisherman Magic Archer
Wizard Poison Fire Spirit Bats Knight Fisherman Magic Archer
Fisherman
Wizard Fire Spirit Bats Knight Poison Fisherman

Counters to secondary win conditions

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

Knight Fisherman
Poison Knight Wizard Fisherman Magic Archer
Bats Knight Fisherman
Bats Knight Fisherman
Knight Fisherman
Fire Spirit Wizard Poison Bats Magic Archer
Bats Knight
Knight Fisherman
Bats Knight Poison Magic Archer
Bats Knight
Poison
Knight Wizard
Wizard Magic Archer
Bats Knight Poison Fisherman Magic Archer
Bats Poison Wizard Magic Archer

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 Magic Archer Knight
Poison Fisherman Magic Archer
Poison Magic Archer
Knight Poison
Wizard Poison Fire Spirit Magic Archer
Wizard Poison Fire Spirit Bats Magic Archer
Fire Spirit Wizard Poison Magic Archer
Poison Fire Spirit Wizard Magic Archer
Poison Wizard Fisherman
Fire Spirit Bats Poison Fisherman
Poison Knight Wizard Fisherman Magic Archer
Poison Fire Spirit Wizard Magic Archer
Poison Fire Spirit Knight Fisherman Magic Archer
Poison Fisherman Magic Archer
Poison Fisherman Magic Archer
Wizard Poison Magic Archer
Magic Archer Wizard Poison
Poison
Bats Fisherman
Fire Spirit Wizard Poison Fisherman Magic Archer
Fire Spirit Wizard Poison Magic Archer
Poison Magic Archer
Wizard Poison
Fisherman
Poison
Poison Fire Spirit Wizard Magic Archer
Fisherman
Poison Wizard Fisherman Magic Archer
Wizard Poison Fisherman Magic Archer
Poison Fisherman Magic Archer
Poison Fire Spirit Bats Wizard Magic Archer
Bats Wizard Poison
Poison Wizard Magic Archer
Poison Magic Archer
Wizard Poison Magic Archer
Fire Spirit Bats Magic Archer
Poison Fire Spirit Wizard Magic Archer
Poison Knight Wizard Magic Archer
Wizard Poison Magic Archer
Poison
Bats Poison Magic Archer
Bats Poison Magic Archer
Poison Magic Archer

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