My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Royal Ghost Magic Archer Sparky

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Inferno Tower Witch Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Witch Golem Electro Wizard

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

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 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.

Golem 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
Bomber Skeleton Army
Giant Snowball
Fire Spirit Bomber Skeleton Army Witch
Zap
Fire Spirit Bomber Inferno Tower Skeleton Army Witch
Barbarian Barrel
Fire Spirit Bomber Inferno Tower Skeleton Army Witch Electro Wizard
The Log
Fire Spirit Bomber Skeleton Army Witch
Earthquake
Bomber Inferno Tower Skeleton Army Witch
Arrows
Fire Spirit Bomber Skeleton Army Witch
Royal Delivery
Fire Spirit Bomber Skeleton Army Witch Electro Wizard
Fireball
Bomber Inferno Tower Skeleton Army Witch Electro Wizard
Poison
Bomber Inferno Tower Skeleton Army Witch Electro Wizard
Lightning
Inferno Tower Witch Electro Wizard
Rocket
Inferno Tower 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 Bomber 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 Inferno Tower Skeleton Army Golem

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 Witch 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Zap Skeleton Army Electro Wizard Inferno Tower Witch Golem

Shortest cycle

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

8 Fire Spirit Bomber Zap Skeleton Army

Attack Synergies 2 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
Zap Golem
Bomber
Golem Zap
Zap
Electro Wizard Fire Spirit Bomber Witch Golem
Inferno Tower
Skeleton Army
Witch
Zap Golem
Golem
Bomber Fire Spirit Zap Witch Electro Wizard
Electro Wizard
Zap Golem

Defense Synergies 3 10

Fire Spirit
Zap Inferno Tower Electro Wizard
Bomber
Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Bomber Inferno Tower Skeleton Army Witch
Inferno Tower
Skeleton Army Electro Wizard Fire Spirit Zap
Skeleton Army
Inferno Tower Zap Electro Wizard
Witch
Zap Electro Wizard
Golem
Electro Wizard
Zap Inferno Tower Fire Spirit Bomber Skeleton Army 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.

Bomber Zap Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Bomber Zap Witch Electro Wizard
Inferno Tower Skeleton Army Witch Fire Spirit Bomber Electro Wizard
Inferno Tower Skeleton Army Witch Bomber Electro Wizard
Bomber Skeleton Army
Skeleton Army Fire Spirit Bomber Zap Electro Wizard
Inferno Tower Electro Wizard Fire Spirit Zap Witch
Zap Inferno Tower Electro Wizard
Inferno Tower Witch Skeleton Army
Skeleton Army Fire Spirit Bomber Inferno Tower Electro Wizard
Skeleton Army Witch Electro Wizard Bomber Zap
Inferno Tower Zap Witch Electro Wizard
Inferno Tower Skeleton Army Fire Spirit Bomber Zap Witch Electro Wizard
Fire Spirit Bomber Skeleton Army Zap Witch Electro Wizard
Inferno Tower Skeleton Army Electro Wizard
Inferno Tower Skeleton Army Zap Electro Wizard
Bomber Inferno Tower Skeleton Army Witch Electro Wizard
Fire Spirit Bomber Zap Skeleton Army Witch Electro Wizard
Zap Witch Fire Spirit Bomber Electro Wizard
Inferno Tower Electro Wizard
Bomber Skeleton Army Fire Spirit Witch Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Inferno Tower Witch Electro Wizard
Electro Wizard Bomber Zap
Skeleton Army Zap Inferno Tower Witch Electro Wizard
Skeleton Army Zap Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Witch
Fire Spirit Zap Witch Electro Wizard
Skeleton Army Inferno Tower Witch Electro Wizard
Inferno Tower Skeleton Army
Zap Electro Wizard Inferno Tower Skeleton Army Witch
Inferno Tower Witch Skeleton Army
Inferno Tower Witch
Skeleton Army Zap Electro Wizard
Skeleton Army Inferno Tower Witch
Bomber Skeleton Army Witch
Inferno Tower Skeleton Army Witch Electro Wizard Bomber Zap
Bomber Zap Inferno Tower Witch 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.)

Zap Electro Wizard
Bomber Fire Spirit Zap
Fire Spirit Zap Witch
Fire Spirit Bomber Witch
Fire Spirit Zap
Zap
Fire Spirit Electro Wizard
Zap Electro Wizard
Fire Spirit Zap
Fire Spirit
Zap
Bomber Zap Witch
Bomber
Fire Spirit Bomber Zap Electro Wizard
Fire Spirit Bomber Zap Witch
Zap
Zap Fire Spirit Bomber Witch
Witch
Zap Witch Electro Wizard
Zap Witch
Zap
Fire Spirit Zap Witch Electro Wizard
Zap Electro Wizard Witch
Bomber Zap
Zap Electro Wizard
Zap Electro Wizard Fire Spirit Skeleton Army Witch
Fire Spirit Zap Witch Electro Wizard
Electro Wizard
Bomber Zap
Zap
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard

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