My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Bad
Versatility
Bad
F2P score
Godly!

4 problems 3 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 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 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 Firecracker Furnace

Defensive buildings

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

Furnace

Investments

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

Knight Firecracker Elixir Golem Furnace Rune Giant

Offensive cards

Win conditions

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

Elixir Golem Rune Giant

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.

Elixir Golem

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.

Electro Spirit Fire Spirit Knight Elixir Golem Rune Giant

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 Firecracker

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
Elixir Golem
Giant Snowball
Fire Spirit Furnace
Zap
Fire Spirit Firecracker Furnace
Barbarian Barrel
Electro Spirit Fire Spirit Knight Firecracker Elixir Golem Furnace
The Log
Electro Spirit Fire Spirit Firecracker Elixir Golem Furnace
Earthquake
Firecracker Elixir Golem Furnace
Arrows
Electro Spirit Fire Spirit Firecracker Furnace
Royal Delivery
Electro Spirit Fire Spirit Knight Firecracker Elixir Golem
Fireball
Firecracker Elixir Golem Furnace
Poison
Firecracker Elixir Golem Furnace
Lightning
Knight Furnace
Rocket
Furnace

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Firecracker Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Firecracker Furnace

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 Golem Rune Giant

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 Furnace

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.

Godly!

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 Berserker Knight Firecracker Elixir Golem Furnace Rune Giant

Shortest cycle

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

7 Electro Spirit Fire Spirit Berserker Knight

Attack Synergies 2 6

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
Fire Spirit
Knight Elixir Golem Furnace
Berserker
Knight
Firecracker Fire Spirit Furnace
Firecracker
Knight Elixir Golem Rune Giant
Elixir Golem
Firecracker Fire Spirit Furnace
Furnace
Fire Spirit Knight Elixir Golem
Rune Giant
Firecracker

Defense Synergies 2 2

Electro Spirit
Fire Spirit
Knight Firecracker
Berserker
Knight
Fire Spirit Firecracker Furnace
Firecracker
Knight Fire Spirit
Elixir Golem
Furnace
Knight
Rune Giant

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.

Knight Firecracker
Knight Firecracker Furnace
Furnace Fire Spirit Knight
Knight Firecracker Furnace
Firecracker
Electro Spirit Fire Spirit Firecracker Furnace
Furnace Electro Spirit Fire Spirit Firecracker
Electro Spirit
Furnace
Knight Fire Spirit Firecracker
Electro Spirit Knight Firecracker Furnace
Firecracker Furnace
Furnace Fire Spirit Knight
Fire Spirit Electro Spirit Firecracker Furnace
Knight Furnace
Furnace
Knight Firecracker Furnace
Fire Spirit Electro Spirit Knight Firecracker Furnace
Furnace Electro Spirit Fire Spirit Knight Firecracker
Electro Spirit Fire Spirit Knight Firecracker Furnace

Counters to secondary win conditions

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

Knight Furnace
Knight Firecracker
Knight Furnace
Knight
Knight
Fire Spirit Firecracker Furnace Electro Spirit
Knight Furnace
Knight
Electro Spirit Knight Firecracker
Knight
Knight
Firecracker Furnace
Electro Spirit Knight Firecracker Furnace
Electro Spirit Firecracker
Electro Spirit Furnace

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 Firecracker
Firecracker
Knight Firecracker
Fire Spirit Firecracker Furnace
Firecracker Electro Spirit Fire Spirit Furnace
Fire Spirit Firecracker Furnace
Fire Spirit Firecracker
Firecracker
Fire Spirit
Firecracker Knight
Fire Spirit Firecracker
Fire Spirit Knight Firecracker
Firecracker
Firecracker Furnace
Firecracker Furnace
Firecracker Furnace
Fire Spirit Firecracker
Fire Spirit Firecracker
Firecracker Electro Spirit Fire Spirit Furnace
Firecracker
Firecracker
Fire Spirit Firecracker Furnace
Electro Spirit Firecracker
Electro Spirit Firecracker
Firecracker
Electro Spirit Fire Spirit
Fire Spirit Firecracker
Knight Firecracker
Firecracker
Firecracker
Electro Spirit Firecracker
Firecracker
Firecracker
Firecracker

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