My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Wall Breakers

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!
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 Witch Inferno Dragon

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.

Knight Witch Inferno Dragon

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.

Zap Rage The Log

Punishments

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

Elite Barbarians

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 Knight Elite Barbarians

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.

Elite Barbarians

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
Elite Barbarians Inferno Dragon
Giant Snowball
Fire Spirit Witch Inferno Dragon
Zap
Fire Spirit Witch Inferno Dragon
Barbarian Barrel
Fire Spirit Knight Elite Barbarians Witch
The Log
Fire Spirit Elite Barbarians Witch
Earthquake
Witch
Arrows
Fire Spirit Witch
Royal Delivery
Fire Spirit Knight Elite Barbarians Witch Inferno Dragon
Fireball
Elite Barbarians Witch Inferno Dragon
Poison
Witch
Lightning
Knight Elite Barbarians Witch Inferno Dragon
Rocket
Elite Barbarians Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Knight Rage Inferno Dragon

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.

Elite Barbarians

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Rage The Log Knight Inferno Dragon Witch Elite Barbarians

Shortest cycle

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

7 Fire Spirit Zap Rage The Log

Attack Synergies 3 11

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 Knight Elite Barbarians Inferno Dragon
Zap
Elite Barbarians Fire Spirit Knight Witch The Log
Knight
Fire Spirit Zap Elite Barbarians Witch The Log
Elite Barbarians
Zap Rage Fire Spirit Knight The Log
Rage
Elite Barbarians Witch
Witch
Rage Zap Knight
The Log
Zap Knight Elite Barbarians
Inferno Dragon
Fire Spirit

Defense Synergies 1 12

Fire Spirit
Knight Zap The Log
Zap
Fire Spirit Knight Elite Barbarians Witch The Log Inferno Dragon
Knight
Fire Spirit Zap Witch The Log
Elite Barbarians
Zap The Log
Rage
Witch
Zap Knight The Log
The Log
Fire Spirit Zap Knight Elite Barbarians Witch Inferno Dragon
Inferno Dragon
Zap The Log

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 Knight The Log
Elite Barbarians Inferno Dragon Zap Knight Witch The Log
Witch Fire Spirit Knight Elite Barbarians Inferno Dragon
Elite Barbarians Witch Inferno Dragon Knight
Elite Barbarians The Log
The Log Fire Spirit Zap
Inferno Dragon Fire Spirit Zap Witch
Zap The Log
Witch Inferno Dragon Elite Barbarians
Knight Elite Barbarians Fire Spirit
Witch Zap Knight The Log
Inferno Dragon Zap Witch
Fire Spirit Zap Knight Elite Barbarians Witch The Log
Fire Spirit Zap Witch The Log
Elite Barbarians Inferno Dragon Knight
Zap Elite Barbarians The Log Inferno Dragon
Knight Elite Barbarians Witch
Fire Spirit Zap Knight Elite Barbarians Witch The Log
Zap Witch The Log Fire Spirit Knight Inferno Dragon
Elite Barbarians Inferno Dragon
Fire Spirit Knight Elite Barbarians Witch The Log

Counters to secondary win conditions

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

Knight Zap Elite Barbarians Witch
Zap Knight Elite Barbarians The Log Inferno Dragon
Zap Knight Elite Barbarians Witch The Log
Zap Knight Elite Barbarians The Log
Knight Elite Barbarians Witch Inferno Dragon
Fire Spirit Zap Witch
Knight Elite Barbarians Witch
Knight Elite Barbarians Inferno Dragon
Zap Knight Elite Barbarians Witch The Log Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Knight Elite Barbarians Witch
Zap Elite Barbarians The Log
Elite Barbarians Knight Witch
Witch
Elite Barbarians Witch Zap Knight The Log Inferno Dragon
Zap Elite Barbarians Witch The Log Inferno Dragon

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 The Log
Zap The Log
The Log
Knight The Log
Fire Spirit Zap The Log
Fire Spirit Zap Witch
Fire Spirit Witch The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Elite Barbarians
Zap Knight The Log
Fire Spirit Zap
Fire Spirit Knight Elite Barbarians The Log
Zap Elite Barbarians The Log
Zap Witch The Log
The Log
Fire Spirit Zap The Log
Fire Spirit Zap Witch The Log
The Log
The Log
Zap The Log
Zap The Log Fire Spirit Witch
Witch Inferno Dragon
The Log Zap Witch
Zap Witch The Log
Zap The Log
Elite Barbarians Fire Spirit Zap Witch
Zap Witch
Elite Barbarians
Zap The Log
Zap
The Log
Zap Fire Spirit Witch
Fire Spirit Zap Witch
The Log
Knight
The Log Zap
Zap
Elite Barbarians
Zap Elite Barbarians Witch The Log
Zap Witch
Zap Witch The Log

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