My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 Archers Zappies Wizard

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.

Bomber Archers Elixir Golem Zappies Wizard Giant Skeleton Golden Knight

Offensive cards

Win conditions

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

Elixir Golem

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 Golden Knight

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 Elixir Golem Giant Skeleton

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.

Giant Skeleton Golden Knight

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 Archers Elixir Golem Giant Skeleton
Giant Snowball
Fire Spirit Bomber Archers Zappies
Zap
Fire Spirit Bomber Archers Zappies
Barbarian Barrel
Fire Spirit Bomber Archers Elixir Golem Zappies Wizard Giant Skeleton
The Log
Fire Spirit Bomber Archers Elixir Golem Zappies Giant Skeleton
Earthquake
Bomber Archers Elixir Golem Zappies
Arrows
Fire Spirit Bomber Archers Zappies
Royal Delivery
Fire Spirit Bomber Archers Elixir Golem Zappies Wizard Giant Skeleton
Fireball
Bomber Archers Elixir Golem Zappies Wizard
Poison
Bomber Archers Elixir Golem Zappies Wizard
Lightning
Wizard
Rocket
Wizard

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 Bomber Wizard

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 Elixir Golem Giant Skeleton

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

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 Bomber Archers Elixir Golem Zappies Golden Knight Wizard Giant Skeleton

Shortest cycle

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

9 Fire Spirit Bomber Archers Elixir Golem

Attack Synergies 0 10

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
Elixir Golem Giant Skeleton
Bomber
Elixir Golem Giant Skeleton
Archers
Elixir Golem Giant Skeleton
Elixir Golem
Fire Spirit Bomber Archers Zappies Wizard
Zappies
Elixir Golem Giant Skeleton
Wizard
Elixir Golem Giant Skeleton
Giant Skeleton
Fire Spirit Bomber Archers Zappies Wizard
Golden Knight

Defense Synergies 0 9

Fire Spirit
Giant Skeleton Golden Knight
Bomber
Golden Knight
Archers
Giant Skeleton Golden Knight
Elixir Golem
Zappies
Giant Skeleton Golden Knight
Wizard
Giant Skeleton Golden Knight
Giant Skeleton
Fire Spirit Archers Zappies Wizard
Golden Knight
Fire Spirit Bomber Archers Zappies Wizard

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 Zappies Wizard Golden Knight
Zappies
Fire Spirit Bomber Archers Zappies Giant Skeleton
Zappies
Bomber Giant Skeleton
Fire Spirit Bomber Archers Zappies
Fire Spirit Archers Zappies Wizard
Giant Skeleton Golden Knight
Zappies
Fire Spirit Bomber Archers Zappies Giant Skeleton
Archers Bomber Zappies Wizard Giant Skeleton
Archers Zappies Wizard
Fire Spirit Bomber Zappies Wizard Giant Skeleton
Fire Spirit Bomber Wizard Zappies Golden Knight
Zappies
Zappies
Wizard Bomber Zappies
Fire Spirit Bomber Archers Zappies Wizard Golden Knight
Wizard Fire Spirit Bomber Archers Zappies Giant Skeleton
Zappies
Bomber Wizard Fire Spirit Archers Zappies Giant Skeleton

Counters to secondary win conditions

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

Archers Zappies Giant Skeleton
Bomber Archers Wizard
Zappies Giant Skeleton Golden Knight
Giant Skeleton Zappies
Giant Skeleton Zappies
Fire Spirit Wizard Archers Zappies
Archers Zappies Giant Skeleton
Giant Skeleton Zappies
Giant Skeleton Zappies
Zappies
Zappies Giant Skeleton Golden Knight
Giant Skeleton
Giant Skeleton Zappies Wizard Golden Knight
Wizard Bomber Archers Zappies
Zappies Bomber Archers Giant Skeleton Golden Knight
Bomber Archers Zappies Wizard Giant Skeleton Golden Knight
Bomber

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.)

Giant Skeleton Golden Knight
Golden Knight
Giant Skeleton
Giant Skeleton
Bomber Wizard Fire Spirit
Wizard Fire Spirit
Fire Spirit Bomber Archers Wizard
Fire Spirit Wizard
Wizard Golden Knight
Fire Spirit
Wizard Golden Knight
Fire Spirit Archers Wizard
Fire Spirit Golden Knight
Bomber Wizard Golden Knight
Wizard
Bomber
Fire Spirit Bomber Archers Wizard
Fire Spirit Bomber Wizard Golden Knight
Giant Skeleton
Wizard
Fire Spirit Bomber Wizard
Wizard Golden Knight
Wizard Golden Knight
Golden Knight
Fire Spirit Archers Wizard
Zappies Wizard
Bomber Wizard
Zappies
Giant Skeleton
Wizard
Fire Spirit Archers Zappies
Fire Spirit Archers Zappies Wizard
Wizard
Bomber Wizard
Giant Skeleton
Zappies Giant Skeleton Golden Knight
Zappies
Giant Skeleton Golden Knight
Wizard

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