My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Rascals

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minion Horde Wizard 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.

Giant Wizard Witch Bandit

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap

Punishments

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

Giant Bandit

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 Minion Horde Giant Bandit

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.

Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard

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

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 Minion Horde Wizard Witch

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Skeleton Army Bandit Minion Horde Giant Wizard Witch

Shortest cycle

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

9 Fire Spirit Zap Skeleton Army Bandit

Attack Synergies 1 12

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 Giant Bandit
Zap
Giant Fire Spirit Minion Horde Witch Bandit
Minion Horde
Zap Giant
Giant
Zap Fire Spirit Minion Horde Wizard Witch Bandit
Wizard
Giant Bandit
Skeleton Army
Witch
Zap Giant Bandit
Bandit
Fire Spirit Zap Giant Wizard Witch

Defense Synergies 0 9

Fire Spirit
Zap
Zap
Fire Spirit Minion Horde Skeleton Army Witch Bandit
Minion Horde
Zap
Giant
Wizard
Skeleton Army Bandit
Skeleton Army
Zap Wizard Bandit
Witch
Zap Bandit
Bandit
Zap Wizard 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.

Zap Minion Horde Wizard
Minion Horde Skeleton Army Zap Witch Bandit
Minion Horde Skeleton Army Witch Fire Spirit Bandit
Minion Horde Skeleton Army Witch Bandit
Skeleton Army
Skeleton Army Fire Spirit Zap Bandit
Minion Horde Fire Spirit Zap Wizard Witch
Zap Bandit
Minion Horde Witch Skeleton Army
Skeleton Army Fire Spirit Minion Horde Bandit
Minion Horde Skeleton Army Witch Zap Wizard Bandit
Minion Horde Zap Wizard Witch
Minion Horde Skeleton Army Fire Spirit Zap Wizard Witch Bandit
Fire Spirit Wizard Skeleton Army Zap Minion Horde Witch
Skeleton Army Minion Horde Bandit
Minion Horde Skeleton Army Zap Bandit
Minion Horde Wizard Skeleton Army Witch
Fire Spirit Zap Minion Horde Wizard Skeleton Army Witch Bandit
Zap Wizard Witch Fire Spirit Bandit
Wizard Skeleton Army Fire Spirit Minion Horde Witch Bandit

Counters to secondary win conditions

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

Skeleton Army Zap Witch Bandit
Bandit Zap Wizard
Skeleton Army Bandit Zap Minion Horde Witch
Skeleton Army Zap Minion Horde Bandit
Minion Horde Skeleton Army Witch Bandit
Fire Spirit Wizard Zap Minion Horde Witch
Skeleton Army Minion Horde Witch Bandit
Minion Horde Skeleton Army
Zap Minion Horde Skeleton Army Witch Bandit
Witch Minion Horde Skeleton Army
Minion Horde Witch
Skeleton Army Zap
Skeleton Army Minion Horde Wizard Witch Bandit
Wizard Minion Horde Skeleton Army Witch
Skeleton Army Witch Zap Minion Horde
Zap Minion Horde Wizard Witch

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.)

Minion Horde Bandit
Zap Bandit
Minion Horde Bandit
Wizard Fire Spirit Zap Minion Horde
Wizard Fire Spirit Zap Minion Horde Witch
Fire Spirit Minion Horde Wizard Witch
Fire Spirit Zap Wizard
Zap Wizard Bandit
Fire Spirit Minion Horde
Zap Minion Horde Wizard Bandit
Fire Spirit Zap Wizard
Fire Spirit Bandit
Minion Horde Bandit
Zap
Zap Minion Horde Wizard Witch Bandit
Minion Horde Wizard Bandit
Minion Horde
Fire Spirit Zap Wizard Bandit
Fire Spirit Zap Wizard Witch
Minion Horde
Wizard
Zap Minion Horde
Zap Fire Spirit Wizard Witch
Minion Horde Witch
Zap Wizard Witch Bandit
Zap Wizard Witch Bandit
Zap Bandit
Fire Spirit Zap Minion Horde Wizard Witch
Zap Minion Horde Wizard Witch
Minion Horde
Zap Minion Horde Wizard Bandit
Zap Minion Horde
Minion Horde
Wizard
Zap Minion Horde Fire Spirit Skeleton Army Witch Bandit
Fire Spirit Zap Wizard Witch
Minion Horde Wizard
Zap Wizard
Zap
Minion Horde
Zap Minion Horde Witch
Zap Witch
Zap Witch Bandit

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