My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Missing cards in your collection

Royal Ghost Electro Wizard

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Rascals Zappies

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.

Knight Rascals Zappies Royal Ghost

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Fireball Rage

Punishments

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

Royal Ghost

Pump responses

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

Fireball

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 Rascals Royal Ghost

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.

Royal Ghost

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
Giant Snowball
Fire Spirit Zappies
Zap
Fire Spirit Zappies
Barbarian Barrel
Fire Spirit Knight Rascals Zappies Royal Ghost
The Log
Fire Spirit Rascals Zappies
Earthquake
Zappies
Arrows
Fire Spirit Rascals Zappies
Royal Delivery
Fire Spirit Knight Rascals Zappies Royal Ghost
Fireball
Rascals Zappies
Poison
Rascals Zappies
Lightning
Knight
Rocket
Rascals

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Fireball Royal Ghost

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 Knight Rage Royal Ghost

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.

Fireball

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 Fireball

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.

Fire Spirit Rage Arrows Knight Royal Ghost Fireball Zappies Rascals

Shortest cycle

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

9 Fire Spirit Rage Arrows Knight

Attack Synergies 1 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
Knight
Arrows
Fireball Knight
Knight
Fire Spirit Arrows Fireball Zappies
Rascals
Zappies
Fireball
Arrows Knight
Zappies
Knight Rascals Rage Royal Ghost
Rage
Zappies
Royal Ghost
Zappies

Defense Synergies 1 5

Fire Spirit
Knight
Arrows
Knight Fireball
Knight
Fire Spirit Arrows Fireball Zappies
Rascals
Fireball
Arrows Knight Zappies
Zappies
Knight Fireball
Rage
Royal Ghost

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 Fireball Zappies
Knight Rascals Zappies
Fire Spirit Knight Rascals Zappies
Knight Rascals Zappies
Arrows Fireball
Arrows Fireball Fire Spirit Rascals Zappies Royal Ghost
Fire Spirit Arrows Rascals Fireball Zappies
Arrows Rascals Fireball
Zappies Rascals
Knight Fire Spirit Rascals Zappies Royal Ghost
Arrows Knight Rascals Fireball Zappies Royal Ghost
Arrows Rascals Fireball Zappies
Fire Spirit Knight Rascals Fireball Zappies
Fire Spirit Fireball Arrows Rascals Zappies Royal Ghost
Knight Rascals Zappies
Rascals Fireball Zappies
Arrows Knight Rascals Fireball Zappies
Fire Spirit Arrows Fireball Knight Rascals Zappies Royal Ghost
Arrows Fire Spirit Knight Rascals Fireball Zappies Royal Ghost
Zappies
Rascals Royal Ghost Fire Spirit Arrows Knight Fireball Zappies

Counters to secondary win conditions

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

Knight Rascals Fireball Zappies Royal Ghost
Fireball Arrows Knight Royal Ghost
Zappies Knight Rascals
Knight Rascals Fireball Zappies
Knight Rascals Zappies
Fire Spirit Arrows Fireball Rascals Zappies
Rascals Knight Fireball Zappies
Knight Rascals Zappies
Knight Fireball Zappies
Zappies
Knight Rascals Zappies
Arrows Fireball
Rascals Knight Fireball Zappies
Rascals Fireball Zappies
Rascals Zappies Knight Fireball
Arrows Rascals Fireball Zappies Royal Ghost

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.)

Fireball Arrows Knight Rascals Royal Ghost
Arrows Fireball Royal Ghost
Arrows Fireball
Arrows Knight Rascals Fireball
Fireball Fire Spirit Arrows
Arrows Fireball Fire Spirit
Fire Spirit Arrows
Arrows Fireball Fire Spirit
Arrows Fireball
Fire Spirit Fireball
Arrows Knight Fireball
Fireball Fire Spirit Arrows
Fire Spirit Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fire Spirit Arrows Fireball
Fire Spirit Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fire Spirit Fireball
Arrows Fireball Royal Ghost
Fireball Arrows
Fireball Arrows
Fire Spirit Arrows Fireball
Fireball Zappies
Fireball
Arrows Fireball
Arrows Fireball Zappies
Arrows Fireball
Fire Spirit Fireball Zappies
Fireball Fire Spirit Arrows Zappies
Arrows Fireball
Fireball Knight Rascals
Arrows Fireball
Arrows Fireball
Rascals Fireball Zappies
Fireball Zappies
Fireball Royal Ghost

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