My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Giant Snowball Royal Hogs Magic Archer

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Bats Inferno Tower 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.

Bats Knight Witch Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Rocket

Pump responses

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

Rocket

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 Golem

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.

Golem

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
Bats Clone
Giant Snowball
Fire Spirit Bats Clone Witch
Zap
Fire Spirit Bats Inferno Tower Clone Witch
Barbarian Barrel
Fire Spirit Knight Inferno Tower Clone Witch
The Log
Fire Spirit Clone Witch
Earthquake
Inferno Tower Clone Witch
Arrows
Fire Spirit Bats Clone Witch
Royal Delivery
Fire Spirit Bats Knight Clone Witch
Fireball
Inferno Tower Clone Witch
Poison
Bats Inferno Tower Clone Witch
Lightning
Knight Inferno Tower Witch
Rocket
Inferno Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Rocket

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 Bats Knight Inferno Tower Rocket Clone Golem

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

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 Bats Knight Clone Inferno Tower Witch Rocket Golem

Shortest cycle

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

9 Fire Spirit Bats Knight Clone

Attack Synergies 2 8

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 Golem
Bats
Knight Clone Golem
Knight
Bats Fire Spirit Witch
Inferno Tower
Rocket
Golem
Clone
Golem Bats Witch
Witch
Knight Clone Golem
Golem
Clone Fire Spirit Bats Rocket Witch

Defense Synergies 3 3

Fire Spirit
Knight Inferno Tower
Bats
Knight Inferno Tower
Knight
Fire Spirit Bats Inferno Tower Witch
Inferno Tower
Knight Fire Spirit Bats
Rocket
Clone
Witch
Knight
Golem

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.

Rocket Knight Inferno Tower
Inferno Tower Bats Knight Witch
Inferno Tower Rocket Witch Fire Spirit Bats Knight
Inferno Tower Witch Bats Knight
Rocket
Fire Spirit Bats
Bats Inferno Tower Rocket Fire Spirit Witch
Rocket Inferno Tower
Inferno Tower Witch
Knight Fire Spirit Inferno Tower
Bats Witch Knight
Inferno Tower Bats Witch
Inferno Tower Fire Spirit Bats Knight Rocket Witch
Fire Spirit Rocket Bats Witch
Inferno Tower Knight
Inferno Tower Rocket
Bats Knight Inferno Tower Witch
Fire Spirit Bats Knight Witch
Witch Fire Spirit Bats Knight
Inferno Tower
Fire Spirit Bats Knight Witch

Counters to secondary win conditions

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

Knight Inferno Tower Witch
Knight Rocket
Bats Knight Inferno Tower Rocket Witch
Rocket Bats Knight Inferno Tower
Inferno Tower Knight Witch
Fire Spirit Rocket Bats Witch
Rocket Bats Knight Inferno Tower Witch
Inferno Tower Knight
Rocket Bats Knight Inferno Tower Witch
Inferno Tower Witch
Bats Knight Inferno Tower Witch
Rocket
Rocket Knight Inferno Tower Witch
Witch
Inferno Tower Witch Bats Knight Rocket
Bats Inferno Tower 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.)

Knight Rocket
Rocket
Knight Rocket
Rocket Fire Spirit
Fire Spirit Bats Rocket Witch
Fire Spirit Witch
Fire Spirit
Rocket Fire Spirit Bats
Rocket Knight
Fire Spirit Rocket
Rocket Fire Spirit Knight
Rocket
Rocket Witch
Rocket
Rocket
Bats Rocket
Rocket Fire Spirit
Rocket Fire Spirit Witch
Rocket
Rocket
Rocket
Rocket
Fire Spirit Witch
Witch
Witch
Witch
Rocket
Fire Spirit Bats Witch
Rocket Bats Witch
Rocket
Rocket
Rocket
Fire Spirit Bats Rocket Witch
Rocket Fire Spirit Witch
Knight Rocket
Rocket
Bats Rocket Witch
Bats Rocket Witch
Rocket Witch

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