My Best Clash Royale Deck

Deck Check Rating

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

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 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Wizard Electro Wizard Night Witch

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.

Wizard Balloon Electro Wizard Night Witch

Offensive cards

Win conditions

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

Balloon Graveyard

Damage spells

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

The Log

Punishments

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

Balloon Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Balloon

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 Electro Wizard Graveyard

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard The Log

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 Night Witch

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.

Graveyard

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 Wizard 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 The Log Electro Wizard Night Witch Inferno Tower Wizard Balloon Graveyard

Shortest cycle

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

11 Fire Spirit The Log Electro Wizard Night Witch

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
Balloon
Inferno Tower
Wizard
Balloon
Balloon
Fire Spirit Wizard The Log Electro Wizard Graveyard
The Log
Balloon Graveyard
Electro Wizard
Graveyard Balloon
Night Witch
Graveyard
Graveyard
Electro Wizard Balloon The Log Night Witch

Defense Synergies 2 9

Fire Spirit
Inferno Tower The Log Electro Wizard
Inferno Tower
The Log Electro Wizard Fire Spirit Night Witch
Wizard
The Log Electro Wizard
Balloon
The Log
Inferno Tower Fire Spirit Wizard Electro Wizard Night Witch
Electro Wizard
Inferno Tower Fire Spirit Wizard The Log Night Witch
Night Witch
Inferno Tower The Log Electro Wizard
Graveyard

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.

Inferno Tower Wizard The Log Electro Wizard
Inferno Tower The Log Electro Wizard Night Witch
Inferno Tower Fire Spirit Electro Wizard Night Witch
Inferno Tower Night Witch Electro Wizard
The Log
The Log Fire Spirit Electro Wizard Night Witch
Inferno Tower Electro Wizard Fire Spirit Wizard Night Witch
Inferno Tower The Log Electro Wizard
Inferno Tower Night Witch
Fire Spirit Inferno Tower Electro Wizard Night Witch
Electro Wizard Wizard The Log Night Witch
Inferno Tower Wizard Electro Wizard Night Witch
Inferno Tower Night Witch Fire Spirit Wizard The Log Electro Wizard
Fire Spirit Wizard The Log Electro Wizard Night Witch
Inferno Tower Electro Wizard
Inferno Tower The Log Electro Wizard
Wizard Inferno Tower Electro Wizard Night Witch
Fire Spirit Wizard The Log Electro Wizard Night Witch
Wizard The Log Fire Spirit Electro Wizard
Inferno Tower Electro Wizard
Wizard Fire Spirit The Log Electro Wizard Night Witch

Counters to secondary win conditions

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

Inferno Tower Electro Wizard
Electro Wizard Wizard The Log
Inferno Tower The Log Electro Wizard
Inferno Tower The Log Electro Wizard Night Witch
Inferno Tower Night Witch
Fire Spirit Wizard Electro Wizard
Inferno Tower Electro Wizard Night Witch
Inferno Tower
Electro Wizard Inferno Tower The Log
Inferno Tower
Inferno Tower
The Log Electro Wizard
Inferno Tower Wizard Night Witch
Wizard
Inferno Tower Electro Wizard The Log Night Witch
Inferno Tower Wizard The Log 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.)

The Log
The Log Electro Wizard
The Log
The Log
Wizard Fire Spirit The Log
Wizard Fire Spirit
Fire Spirit Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard
Fire Spirit Electro Wizard Night Witch
Wizard The Log Electro Wizard
Fire Spirit Wizard
Fire Spirit The Log
The Log
Wizard The Log
Wizard The Log
Night Witch
Fire Spirit Wizard The Log Electro Wizard
Fire Spirit Wizard The Log
The Log Night Witch
Wizard
The Log
The Log
The Log Fire Spirit Wizard
The Log Wizard Electro Wizard
Wizard The Log
The Log
Fire Spirit Wizard Electro Wizard Night Witch
Electro Wizard Wizard
Night Witch
Wizard The Log Night Witch
Electro Wizard
Wizard The Log
Electro Wizard Fire Spirit Night Witch
Fire Spirit Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Wizard
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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