My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Missing cards in your collection

Miner Princess Magic Archer

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 direct tower 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 spells that can finish it off. 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!
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 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 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 Spear Goblins Witch Electro Wizard

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.

Spear Goblins Knight Dark Prince Witch Electro Wizard Lumberjack Sparky

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.

Missing

Punishments

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

Dark Prince Lumberjack

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 Spear Goblins Knight Dark Prince Lumberjack

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.

Dark Prince Electro Wizard Lumberjack

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
Spear Goblins Dark Prince Sparky
Giant Snowball
Fire Spirit Spear Goblins Witch Lumberjack
Zap
Fire Spirit Spear Goblins Dark Prince Witch Sparky
Barbarian Barrel
Fire Spirit Spear Goblins Knight Dark Prince Witch Electro Wizard Lumberjack Sparky
The Log
Fire Spirit Spear Goblins Dark Prince Witch Lumberjack Sparky
Earthquake
Spear Goblins Witch
Arrows
Fire Spirit Spear Goblins Witch
Royal Delivery
Fire Spirit Spear Goblins Knight Dark Prince Witch Electro Wizard Lumberjack Sparky
Fireball
Witch Electro Wizard Lumberjack Sparky
Poison
Spear Goblins Witch Electro Wizard Sparky
Lightning
Knight Dark Prince Witch Electro Wizard Lumberjack Sparky
Rocket
Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Dark Prince Sparky

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 Spear Goblins Knight Dark Prince Sparky

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Spear Goblins Knight Dark Prince Electro Wizard Lumberjack Witch Sparky

Shortest cycle

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

10 Fire Spirit Spear Goblins Knight Dark Prince

Attack Synergies 1 19

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 Dark Prince Lumberjack Sparky
Spear Goblins
Knight Dark Prince Lumberjack Sparky
Knight
Spear Goblins Fire Spirit Witch Electro Wizard Lumberjack Sparky
Dark Prince
Fire Spirit Spear Goblins Witch Electro Wizard Lumberjack Sparky
Witch
Knight Dark Prince Lumberjack
Electro Wizard
Knight Dark Prince Lumberjack Sparky
Lumberjack
Fire Spirit Spear Goblins Knight Dark Prince Witch Electro Wizard Sparky
Sparky
Fire Spirit Spear Goblins Knight Dark Prince Electro Wizard Lumberjack

Defense Synergies 3 14

Fire Spirit
Knight Spear Goblins Electro Wizard Sparky
Spear Goblins
Knight Fire Spirit Dark Prince Electro Wizard Lumberjack
Knight
Fire Spirit Spear Goblins Electro Wizard Witch Lumberjack Sparky
Dark Prince
Spear Goblins Witch Electro Wizard
Witch
Knight Dark Prince Electro Wizard Lumberjack
Electro Wizard
Knight Fire Spirit Spear Goblins Dark Prince Witch Lumberjack
Lumberjack
Spear Goblins Knight Witch Electro Wizard
Sparky
Fire Spirit Knight

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.

Spear Goblins Knight Electro Wizard Sparky
Lumberjack Sparky Knight Dark Prince Witch Electro Wizard
Witch Lumberjack Sparky Fire Spirit Knight Dark Prince Electro Wizard
Witch Lumberjack Sparky Knight Dark Prince Electro Wizard
Dark Prince Lumberjack Sparky
Fire Spirit Spear Goblins Dark Prince Electro Wizard Lumberjack
Electro Wizard Fire Spirit Spear Goblins Witch
Electro Wizard Sparky
Witch Sparky Lumberjack
Knight Fire Spirit Spear Goblins Dark Prince Electro Wizard Lumberjack Sparky
Witch Electro Wizard Spear Goblins Knight Dark Prince Lumberjack
Spear Goblins Witch Electro Wizard
Lumberjack Sparky Fire Spirit Knight Dark Prince Witch Electro Wizard
Fire Spirit Sparky Dark Prince Witch Electro Wizard Lumberjack
Sparky Knight Electro Wizard Lumberjack
Electro Wizard Lumberjack Sparky
Sparky Knight Dark Prince Witch Electro Wizard Lumberjack
Fire Spirit Spear Goblins Knight Dark Prince Witch Electro Wizard Lumberjack
Witch Fire Spirit Spear Goblins Knight Dark Prince Electro Wizard Lumberjack
Sparky Electro Wizard Lumberjack
Dark Prince Fire Spirit Spear Goblins Knight Witch Electro Wizard Lumberjack Sparky

Counters to secondary win conditions

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

Knight Lumberjack Spear Goblins Dark Prince Witch Electro Wizard Sparky
Electro Wizard Knight Lumberjack
Lumberjack Spear Goblins Knight Dark Prince Witch Electro Wizard Sparky
Dark Prince Lumberjack Knight Electro Wizard Sparky
Knight Dark Prince Witch Lumberjack Sparky
Fire Spirit Witch Electro Wizard
Dark Prince Sparky Spear Goblins Knight Witch Electro Wizard Lumberjack
Knight Dark Prince Lumberjack Sparky
Electro Wizard Spear Goblins Knight Dark Prince Witch Sparky
Witch Sparky
Knight Dark Prince Witch Lumberjack Sparky
Dark Prince Electro Wizard
Dark Prince Knight Witch Lumberjack Sparky
Witch Sparky
Witch Electro Wizard Sparky Spear Goblins Knight Dark Prince Lumberjack
Dark Prince Witch Electro Wizard Sparky

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.)

Knight Sparky
Electro Wizard
Sparky
Knight Dark Prince Sparky
Fire Spirit Dark Prince Sparky
Fire Spirit Spear Goblins Witch
Fire Spirit Witch Sparky
Fire Spirit
Fire Spirit Electro Wizard Lumberjack Sparky
Knight Dark Prince Electro Wizard Sparky
Fire Spirit
Fire Spirit Knight Sparky
Sparky
Spear Goblins Witch Sparky
Sparky
Sparky
Sparky
Fire Spirit Dark Prince Electro Wizard Sparky
Fire Spirit Witch
Sparky
Sparky
Fire Spirit Dark Prince Witch Sparky
Witch
Witch Electro Wizard Sparky
Witch Sparky
Sparky
Fire Spirit Witch Electro Wizard Sparky
Electro Wizard Witch
Sparky
Sparky
Electro Wizard Sparky
Sparky
Sparky
Electro Wizard Fire Spirit Spear Goblins Dark Prince Witch
Fire Spirit Witch Electro Wizard
Knight Dark Prince Electro Wizard Lumberjack Sparky
Sparky
Dark Prince Sparky
Witch Electro Wizard Sparky
Witch Electro Wizard
Dark Prince Witch Electro Wizard Sparky

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