My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

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.

Firecracker Witch Cannon Cart Monk

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Fireball Void

Punishments

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

Goblin Barrel Cannon Cart

Pump responses

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

Fireball Goblin Barrel Void

Dropped at the bridge

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

Heal Spirit Cannon Cart

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 Goblin Barrel Monk

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
Goblin Barrel Cannon Cart
Giant Snowball
Goblin Barrel Witch
Zap
Firecracker Goblin Barrel Witch Cannon Cart
Barbarian Barrel
Firecracker Heal Spirit Goblin Barrel Witch Cannon Cart
The Log
Firecracker Heal Spirit Goblin Barrel Witch Cannon Cart
Earthquake
Firecracker Goblin Barrel Witch
Arrows
Firecracker Heal Spirit Goblin Barrel Witch
Royal Delivery
Firecracker Heal Spirit Goblin Barrel Witch Cannon Cart
Fireball
Firecracker Goblin Barrel Witch Cannon Cart
Poison
Firecracker Witch
Lightning
Witch Cannon Cart Monk
Rocket
Witch Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball

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.

Heal Spirit

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.

Fireball Goblin Barrel

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.

Heal Spirit Fireball Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Firecracker Goblin Barrel Void Fireball Witch Cannon Cart Monk

Shortest cycle

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

10 Heal Spirit Firecracker Goblin Barrel Void

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.

Firecracker
Goblin Barrel Cannon Cart Monk
Heal Spirit
Witch Cannon Cart
Fireball
Goblin Barrel
Firecracker Cannon Cart
Void
Witch
Heal Spirit Cannon Cart
Cannon Cart
Firecracker Heal Spirit Goblin Barrel Witch
Monk
Firecracker

Defense Synergies 0 1

Firecracker
Heal Spirit
Fireball
Goblin Barrel
Void
Witch
Cannon Cart
Cannon Cart
Witch
Monk

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.

Cannon Cart Firecracker Fireball Void
Firecracker Witch Cannon Cart Monk
Witch Void Cannon Cart
Witch Firecracker Cannon Cart Monk
Firecracker Fireball Monk
Fireball Firecracker Cannon Cart
Firecracker Fireball Void Witch
Fireball Void Cannon Cart Monk
Witch
Firecracker Cannon Cart
Witch Firecracker Fireball Cannon Cart
Firecracker Fireball Witch
Fireball Witch Cannon Cart
Fireball Firecracker Witch Cannon Cart
Cannon Cart
Monk Fireball
Firecracker Fireball Witch Cannon Cart
Fireball Firecracker Witch Cannon Cart
Witch Firecracker Fireball Cannon Cart
Cannon Cart
Firecracker Fireball Witch Cannon Cart

Counters to secondary win conditions

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

Fireball Void Witch Cannon Cart
Fireball Void Firecracker Cannon Cart Monk
Witch Cannon Cart
Fireball Cannon Cart Monk
Witch Cannon Cart
Firecracker Fireball Witch Monk
Fireball Void Witch Cannon Cart
Cannon Cart
Void Firecracker Fireball Witch Cannon Cart Monk
Witch
Witch Cannon Cart
Monk Fireball Void
Cannon Cart Fireball Witch
Firecracker Fireball Witch Cannon Cart
Witch Firecracker Fireball Cannon Cart Monk
Firecracker Fireball Witch Cannon Cart
Fireball Void

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.)

Fireball Void Firecracker Monk
Firecracker Fireball Void Monk
Fireball Void Cannon Cart
Cannon Cart Firecracker Fireball Void
Fireball Firecracker
Firecracker Fireball Witch Monk
Firecracker Witch
Fireball Firecracker
Fireball Void Monk Firecracker
Fireball Void
Firecracker Void Monk Fireball Cannon Cart
Fireball Void Monk Firecracker
Firecracker Fireball Void Cannon Cart
Firecracker Fireball Void Cannon Cart Monk
Firecracker Fireball Cannon Cart
Firecracker Fireball Witch Cannon Cart
Firecracker Fireball Cannon Cart
Monk Fireball
Void Firecracker Fireball Monk
Firecracker Fireball Witch Monk
Fireball Void Monk
Fireball Void
Void Monk
Fireball Void Cannon Cart Monk
Firecracker Fireball Witch
Witch
Firecracker Fireball Void Witch Monk
Fireball Void Witch Monk
Fireball Void Firecracker
Firecracker Fireball Witch
Firecracker Fireball Void Witch
Fireball Void
Void Fireball
Void Firecracker Fireball Monk
Firecracker Fireball Monk
Fireball Void Witch Cannon Cart
Fireball Firecracker Witch Monk
Fireball
Fireball Void Firecracker Cannon Cart
Firecracker Fireball
Void Monk Fireball
Firecracker Cannon Cart
Firecracker Fireball Witch
Firecracker Fireball Void Witch
Void Firecracker Fireball Witch Cannon Cart Monk

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