My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

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.

Ice Spirit Witch Balloon Bandit Electro Wizard

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.

Fireball

Punishments

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

Balloon Bandit

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 Ice Spirit Balloon 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.

Balloon Bandit 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
Balloon Bandit
Giant Snowball
Fire Spirit Witch Balloon
Zap
Fire Spirit Inferno Tower Witch Balloon Bandit
Barbarian Barrel
Fire Spirit Ice Spirit Inferno Tower Witch Bandit Electro Wizard
The Log
Fire Spirit Ice Spirit Witch Bandit
Earthquake
Inferno Tower Witch
Arrows
Fire Spirit Ice Spirit Witch
Royal Delivery
Fire Spirit Ice Spirit Witch Balloon Bandit Electro Wizard
Fireball
Inferno Tower Witch Balloon Bandit Electro Wizard
Poison
Inferno Tower Witch Balloon Electro Wizard
Lightning
Inferno Tower Witch Balloon Bandit Electro Wizard
Rocket
Inferno Tower Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Fireball

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 Ice Spirit Inferno Tower

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 Ice Spirit Fireball 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 Ice Spirit Bandit Fireball Electro Wizard Inferno Tower Witch Balloon

Shortest cycle

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

9 Fire Spirit Ice Spirit Bandit Fireball

Attack Synergies 1 9

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
Balloon Bandit
Ice Spirit
Balloon Witch Bandit
Fireball
Electro Wizard
Inferno Tower
Witch
Ice Spirit Bandit
Balloon
Ice Spirit Fire Spirit Bandit Electro Wizard
Bandit
Fire Spirit Ice Spirit Witch Balloon Electro Wizard
Electro Wizard
Fireball Balloon Bandit

Defense Synergies 2 14

Fire Spirit
Ice Spirit Inferno Tower Electro Wizard
Ice Spirit
Inferno Tower Fire Spirit Fireball Witch Bandit Electro Wizard
Fireball
Ice Spirit Inferno Tower Bandit Electro Wizard
Inferno Tower
Ice Spirit Electro Wizard Fire Spirit Fireball Bandit
Witch
Ice Spirit Bandit Electro Wizard
Balloon
Bandit
Ice Spirit Fireball Inferno Tower Witch Electro Wizard
Electro Wizard
Inferno Tower Fire Spirit Ice Spirit Fireball Witch Bandit

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.

Fireball Inferno Tower Electro Wizard
Inferno Tower Ice Spirit Witch Bandit Electro Wizard
Inferno Tower Witch Fire Spirit Bandit Electro Wizard
Inferno Tower Witch Bandit Electro Wizard
Fireball
Fireball Fire Spirit Bandit Electro Wizard
Inferno Tower Electro Wizard Fire Spirit Ice Spirit Fireball Witch
Fireball Inferno Tower Bandit Electro Wizard
Inferno Tower Witch
Fire Spirit Ice Spirit Inferno Tower Bandit Electro Wizard
Witch Electro Wizard Fireball Bandit
Inferno Tower Fireball Witch Electro Wizard
Inferno Tower Fire Spirit Ice Spirit Fireball Witch Bandit Electro Wizard
Fire Spirit Fireball Ice Spirit Witch Electro Wizard
Inferno Tower Bandit Electro Wizard
Inferno Tower Ice Spirit Fireball Bandit Electro Wizard
Fireball Inferno Tower Witch Electro Wizard
Fire Spirit Ice Spirit Fireball Witch Bandit Electro Wizard
Witch Fire Spirit Ice Spirit Fireball Bandit Electro Wizard
Inferno Tower Electro Wizard
Fire Spirit Fireball Witch Bandit Electro Wizard

Counters to secondary win conditions

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

Fireball Inferno Tower Witch Bandit Electro Wizard
Fireball Bandit Electro Wizard
Bandit Ice Spirit Inferno Tower Witch Electro Wizard
Fireball Inferno Tower Bandit Electro Wizard
Inferno Tower Witch Bandit
Fire Spirit Fireball Ice Spirit Witch Electro Wizard
Fireball Inferno Tower Witch Bandit Electro Wizard
Inferno Tower
Electro Wizard Ice Spirit Fireball Inferno Tower Witch Bandit
Inferno Tower Witch
Inferno Tower Witch
Fireball Electro Wizard
Fireball Inferno Tower Witch Bandit
Fireball Witch
Inferno Tower Witch Electro Wizard Ice Spirit Fireball
Fireball 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.)

Fireball Bandit
Fireball Bandit Electro Wizard
Fireball Bandit
Fireball
Fireball Fire Spirit
Fireball Fire Spirit Ice Spirit Witch
Fire Spirit Witch
Fireball Fire Spirit Ice Spirit
Fireball Bandit
Fire Spirit Fireball Electro Wizard
Fireball Bandit Electro Wizard
Fireball Fire Spirit
Fire Spirit Fireball Bandit
Fireball Bandit
Fireball
Fireball Witch Bandit
Fireball Bandit
Fireball
Fire Spirit Fireball Bandit Electro Wizard
Fire Spirit Fireball Witch
Fireball
Fireball
Fireball
Fire Spirit Ice Spirit Fireball Witch
Witch
Fireball Witch Bandit Electro Wizard
Fireball Witch Bandit
Fireball Bandit
Fire Spirit Fireball Witch Electro Wizard
Electro Wizard Ice Spirit Fireball Witch
Fireball
Fireball Bandit
Ice Spirit Fireball Electro Wizard
Fireball
Electro Wizard Fire Spirit Ice Spirit Fireball Witch Bandit
Fireball Fire Spirit Witch Electro Wizard
Fireball
Fireball Electro Wizard
Fireball
Fireball
Ice Spirit Fireball Witch Electro Wizard
Fireball Witch Electro Wizard
Fireball Witch Bandit Electro Wizard

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