My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 Mother Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Knight Elixir Collector X-Bow Mother Witch

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Missing

Punishments

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

X-Bow

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Electro Spirit Fire Spirit Knight X-Bow

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.

Electro Spirit

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
Bomber Guards
Giant Snowball
Fire Spirit Bomber Guards
Zap
Fire Spirit Bomber Guards X-Bow
Barbarian Barrel
Electro Spirit Fire Spirit Bomber Knight Guards X-Bow
The Log
Electro Spirit Fire Spirit Bomber Guards X-Bow
Earthquake
Bomber Elixir Collector Guards X-Bow
Arrows
Electro Spirit Fire Spirit Bomber Guards
Royal Delivery
Electro Spirit Fire Spirit Bomber Knight Guards Mother Witch
Fireball
Bomber Elixir Collector X-Bow Mother Witch
Poison
Bomber Elixir Collector Guards X-Bow Mother Witch
Lightning
Knight Elixir Collector X-Bow Mother Witch
Rocket
Elixir Collector X-Bow

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Bomber

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.

Electro Spirit Fire Spirit Knight Elixir Collector Guards Mother Witch

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

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.

Electro Spirit Fire Spirit Bomber Knight Guards Mother Witch Elixir Collector X-Bow

Shortest cycle

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

7 Electro Spirit Fire Spirit Bomber Knight

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.

Electro Spirit
X-Bow Mother Witch
Fire Spirit
Knight X-Bow Mother Witch
Bomber
Knight X-Bow
Knight
X-Bow Fire Spirit Bomber Mother Witch
Elixir Collector
Guards
X-Bow
X-Bow
Knight Electro Spirit Fire Spirit Bomber Guards
Mother Witch
Electro Spirit Fire Spirit Knight

Defense Synergies 3 5

Electro Spirit
Fire Spirit
Knight
Bomber
Knight Guards X-Bow
Knight
Fire Spirit Bomber X-Bow Mother Witch
Elixir Collector
Guards
Bomber X-Bow Mother Witch
X-Bow
Knight Bomber Guards
Mother Witch
Knight Guards

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.

Bomber Knight X-Bow
Bomber Knight X-Bow
Fire Spirit Bomber Knight
Bomber Knight Guards
Bomber X-Bow
Electro Spirit Fire Spirit Bomber Guards X-Bow Mother Witch
Electro Spirit Fire Spirit X-Bow
Electro Spirit X-Bow
X-Bow
Knight Guards Fire Spirit Bomber
Guards Mother Witch Electro Spirit Bomber Knight X-Bow
Fire Spirit Bomber Knight Guards X-Bow
Fire Spirit Bomber Electro Spirit Guards X-Bow
Knight X-Bow
X-Bow
Bomber Knight X-Bow
Fire Spirit Electro Spirit Bomber Knight Guards X-Bow
Electro Spirit Fire Spirit Bomber Knight Guards Mother Witch
Bomber Electro Spirit Fire Spirit Knight Guards Mother Witch

Counters to secondary win conditions

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

Knight Guards X-Bow
Bomber Knight X-Bow
Guards Knight
Guards Knight X-Bow
Knight Guards
Fire Spirit Mother Witch Electro Spirit
Guards Knight
Knight
Electro Spirit Knight X-Bow
Guards
Knight Guards
Guards
Knight Guards
Bomber
Guards Electro Spirit Bomber Knight X-Bow
Electro Spirit Bomber Mother 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 Guards X-Bow
X-Bow
X-Bow
Knight Guards
Bomber Fire Spirit
Mother Witch Electro Spirit Fire Spirit
Fire Spirit Bomber
X-Bow Fire Spirit
X-Bow
Fire Spirit Guards X-Bow
Knight X-Bow
Fire Spirit
Fire Spirit Knight
X-Bow
X-Bow
X-Bow Bomber
X-Bow
Bomber
Fire Spirit Bomber X-Bow
Fire Spirit Bomber X-Bow Mother Witch
X-Bow
X-Bow
X-Bow
Mother Witch Electro Spirit Fire Spirit Bomber
X-Bow
X-Bow
X-Bow
Fire Spirit X-Bow Mother Witch
Electro Spirit Guards
Bomber X-Bow
Electro Spirit
Electro Spirit Fire Spirit Guards X-Bow
Fire Spirit
Knight
Bomber
Electro Spirit Guards
X-Bow

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