My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Bats Minions Firecracker Witch

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.

Bats Firecracker Witch Electro Giant Sparky

Offensive cards

Win conditions

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

Electro 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.

Electro Giant

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.

Barbarians Electro 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.

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
Bats Minions Guards Sparky
Giant Snowball
Bats Minions Barbarians Guards Witch
Zap
Bats Minions Firecracker Guards Witch Sparky
Barbarian Barrel
Firecracker Barbarians Guards Witch Sparky
The Log
Firecracker Barbarians Guards Witch Sparky
Earthquake
Firecracker Barbarians Guards Witch
Arrows
Bats Minions Firecracker Guards Witch
Royal Delivery
Bats Minions Firecracker Barbarians Guards Witch Sparky
Fireball
Minions Firecracker Barbarians Witch Sparky
Poison
Bats Minions Firecracker Barbarians Guards Witch Sparky
Lightning
Witch Sparky
Rocket
Barbarians Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Giant Sparky

Ladder info

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.

Bats Guards Electro Giant Sparky

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.

Minions Barbarians 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.

Bats Minions Firecracker Guards Barbarians Witch Sparky Electro Giant

Shortest cycle

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

11 Bats Minions Firecracker Guards

Attack Synergies 0 7

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.

Bats
Minions Firecracker Sparky
Minions
Bats Firecracker Sparky
Firecracker
Bats Minions Sparky
Barbarians
Guards
Witch
Electro Giant
Sparky
Sparky
Bats Minions Firecracker Electro Giant

Defense Synergies 0 7

Bats
Minions Firecracker Sparky
Minions
Bats Firecracker
Firecracker
Bats Minions Guards
Barbarians
Guards
Firecracker Witch Sparky
Witch
Guards
Electro Giant
Sparky
Bats 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.

Minions Firecracker Sparky
Barbarians Sparky Bats Minions Firecracker Witch
Barbarians Witch Sparky Bats Minions
Barbarians Witch Sparky Bats Minions Firecracker Guards
Firecracker Barbarians Sparky
Bats Minions Firecracker Guards
Bats Minions Firecracker Witch
Barbarians Electro Giant Sparky
Barbarians Witch Sparky Minions
Guards Firecracker Barbarians Sparky
Bats Minions Barbarians Guards Witch Firecracker Electro Giant
Minions Bats Firecracker Witch
Barbarians Sparky Bats Minions Guards Witch
Sparky Bats Minions Firecracker Barbarians Guards Witch
Barbarians Sparky
Barbarians Electro Giant Sparky
Barbarians Sparky Bats Minions Firecracker Witch
Bats Minions Firecracker Barbarians Guards Witch
Witch Bats Minions Firecracker Barbarians Guards
Barbarians Sparky
Bats Minions Firecracker Barbarians Guards Witch Electro Giant Sparky
Sparky

Counters to secondary win conditions

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

Barbarians Guards Witch Electro Giant Sparky
Firecracker
Barbarians Guards Bats Minions Witch Sparky
Guards Bats Barbarians Sparky
Barbarians Guards Witch Sparky
Firecracker Electro Giant Bats Minions Witch
Guards Sparky Bats Minions Barbarians Witch
Barbarians Sparky
Bats Minions Firecracker Barbarians Witch Sparky
Witch Barbarians Guards Sparky
Bats Minions Barbarians Guards Witch Sparky
Barbarians Guards Electro Giant
Barbarians Guards Witch Sparky
Firecracker Barbarians Witch Electro Giant Sparky
Barbarians Guards Witch Electro Giant Sparky Bats Minions Firecracker
Bats Minions Firecracker Barbarians Witch Electro Giant Sparky

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.)

Firecracker Guards Sparky
Firecracker
Sparky
Firecracker Barbarians Guards Sparky
Firecracker Sparky
Firecracker Electro Giant Bats Minions Witch
Firecracker Witch Sparky
Firecracker
Firecracker
Bats Minions Guards Sparky
Firecracker Sparky
Firecracker
Firecracker Sparky
Minions Firecracker
Firecracker Sparky
Firecracker Witch Sparky
Firecracker Sparky
Sparky
Bats Minions Sparky
Firecracker Sparky
Firecracker Witch Electro Giant
Minions Sparky
Sparky
Barbarians
Firecracker Electro Giant Witch Sparky
Witch
Firecracker Witch Sparky
Witch Sparky
Firecracker Sparky
Bats Firecracker Witch Electro Giant Sparky
Bats Minions Firecracker Guards Witch Electro Giant
Sparky
Sparky
Firecracker Sparky
Sparky
Firecracker Sparky
Bats Minions Barbarians Guards Witch
Firecracker Witch
Firecracker Sparky
Firecracker
Electro Giant Sparky
Firecracker Sparky
Electro Giant Bats Minions Firecracker Guards Witch Sparky
Firecracker Bats Witch
Firecracker Witch Electro Giant Sparky
Sparky
Firecracker Sparky

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