My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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.

Battle Ram Witch Fisherman Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Freeze

Punishments

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

Battle Ram Mega 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 Goblins Battle Ram Mega 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
Battle Ram Fisherman
Giant Snowball
Fire Spirit Goblins Battle Ram Witch Fisherman
Zap
Fire Spirit Goblins Battle Ram Witch Fisherman
Barbarian Barrel
Fire Spirit Goblins Battle Ram Witch
The Log
Fire Spirit Goblins Battle Ram Witch Fisherman
Earthquake
Witch
Arrows
Fire Spirit Goblins Witch
Royal Delivery
Fire Spirit Goblins Battle Ram Witch Fisherman
Fireball
Battle Ram Witch Fisherman
Poison
Witch Fisherman
Lightning
Battle Ram Witch Fisherman
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Freeze Mega Knight

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 Battle Ram Freeze Mega Knight

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 Goblins 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.

Fire Spirit Goblins Zap Fisherman Battle Ram Freeze Witch Mega Knight

Shortest cycle

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

8 Fire Spirit Goblins Zap Fisherman

Attack Synergies 1 13

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
Zap Battle Ram Fisherman
Goblins
Zap Battle Ram
Zap
Battle Ram Fire Spirit Goblins Freeze Witch Fisherman Mega Knight
Battle Ram
Zap Fire Spirit Goblins Freeze Witch
Freeze
Zap Battle Ram
Witch
Zap Battle Ram Mega Knight
Fisherman
Fire Spirit Zap Mega Knight
Mega Knight
Zap Witch Fisherman

Defense Synergies 1 10

Fire Spirit
Zap
Goblins
Zap Freeze Fisherman
Zap
Mega Knight Fire Spirit Goblins Witch Fisherman
Battle Ram
Freeze
Goblins Mega Knight
Witch
Zap Fisherman Mega Knight
Fisherman
Goblins Zap Witch Mega Knight
Mega Knight
Zap Freeze Witch Fisherman

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.

Zap
Goblins Zap Witch Fisherman Mega Knight
Witch Fisherman Mega Knight Fire Spirit Goblins Freeze
Witch Goblins Fisherman Mega Knight
Mega Knight
Freeze Fire Spirit Goblins Zap Mega Knight
Fire Spirit Zap Freeze Witch
Zap Mega Knight
Witch Goblins Fisherman
Fire Spirit Goblins Fisherman Mega Knight
Goblins Witch Zap Freeze Fisherman Mega Knight
Zap Witch
Mega Knight Fire Spirit Zap Freeze Witch
Fire Spirit Mega Knight Goblins Zap Freeze Witch
Mega Knight
Zap Freeze Fisherman Mega Knight
Mega Knight Goblins Witch Fisherman
Fire Spirit Mega Knight Goblins Zap Witch Fisherman
Zap Freeze Witch Fire Spirit Fisherman Mega Knight
Fisherman
Mega Knight Fire Spirit Goblins Witch Fisherman

Counters to secondary win conditions

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

Mega Knight Goblins Zap Witch Fisherman
Zap Fisherman Mega Knight
Mega Knight Goblins Zap Witch Fisherman
Mega Knight Zap Fisherman
Witch Fisherman Mega Knight
Fire Spirit Zap Freeze Witch
Goblins Witch
Mega Knight Fisherman
Zap Freeze Mega Knight Goblins Witch
Witch
Mega Knight Witch
Mega Knight Zap
Mega Knight Witch
Witch Mega Knight
Witch Goblins Zap Freeze Fisherman
Mega Knight Zap Freeze 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.)

Freeze
Zap Fisherman
Freeze
Fire Spirit Zap Mega Knight
Fire Spirit Zap Freeze Witch
Fire Spirit Witch
Fire Spirit Zap Freeze
Zap Fisherman
Fire Spirit Goblins Fisherman
Zap Fisherman
Fire Spirit Zap
Fire Spirit Fisherman
Freeze Fisherman
Zap Fisherman
Zap Witch
Mega Knight
Freeze
Fisherman
Fire Spirit Zap Fisherman Mega Knight
Fire Spirit Zap Witch Mega Knight
Mega Knight
Fisherman
Zap
Zap Freeze Fire Spirit Witch Mega Knight
Witch Fisherman
Zap Witch Fisherman
Zap Witch Fisherman Mega Knight
Zap Fisherman
Fire Spirit Zap Witch
Zap Freeze Witch
Zap Mega Knight
Zap Freeze
Mega Knight
Zap Fire Spirit Freeze Witch
Fire Spirit Zap Witch
Freeze
Mega Knight
Zap
Zap
Mega Knight
Zap Freeze Witch
Zap Witch
Zap Freeze Witch Mega Knight

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