My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Furnace Witch Electro Wizard

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.

Furnace Giant Witch Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Fireball

Punishments

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

Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Fire Spirit 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 Wizard

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
Giant Skeleton Army
Giant Snowball
Fire Spirit Furnace Skeleton Army Witch
Zap
Fire Spirit Furnace Skeleton Army Witch
Barbarian Barrel
Fire Spirit Furnace Skeleton Army Witch Electro Wizard
The Log
Fire Spirit Furnace Skeleton Army Witch
Earthquake
Furnace Skeleton Army Witch
Arrows
Fire Spirit Furnace Skeleton Army Witch
Royal Delivery
Fire Spirit Skeleton Army Witch Electro Wizard
Fireball
Furnace Skeleton Army Witch Electro Wizard
Poison
Furnace Skeleton Army Witch Electro Wizard
Lightning
Furnace Witch Electro Wizard
Rocket
Furnace Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball Furnace Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball 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.

Fire Spirit Skeleton Army

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 Skeleton Army

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 Fireball Furnace Witch Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Skeleton Army Fireball Furnace Electro Wizard Giant Witch

Shortest cycle

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

10 Fire Spirit Zap Skeleton Army Fireball

Attack Synergies 3 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
Zap Furnace Giant
Zap
Fireball Giant Electro Wizard Fire Spirit Furnace Witch
Fireball
Zap Giant Electro Wizard
Furnace
Fire Spirit Zap Giant
Giant
Zap Fire Spirit Fireball Furnace Witch Electro Wizard
Skeleton Army
Witch
Zap Giant
Electro Wizard
Zap Fireball Giant

Defense Synergies 2 10

Fire Spirit
Zap Electro Wizard
Zap
Fireball Electro Wizard Fire Spirit Furnace Skeleton Army Witch
Fireball
Zap Electro Wizard
Furnace
Zap Skeleton Army Electro Wizard
Giant
Skeleton Army
Zap Furnace Electro Wizard
Witch
Zap Electro Wizard
Electro Wizard
Zap Fire Spirit Fireball Furnace Skeleton Army Witch

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 Fireball Electro Wizard
Skeleton Army Zap Furnace Witch Electro Wizard
Furnace Skeleton Army Witch Fire Spirit Electro Wizard
Skeleton Army Witch Furnace Electro Wizard
Fireball Skeleton Army
Fireball Skeleton Army Fire Spirit Zap Furnace Electro Wizard
Furnace Electro Wizard Fire Spirit Zap Fireball Witch
Zap Fireball Electro Wizard
Witch Furnace Skeleton Army
Skeleton Army Fire Spirit Electro Wizard
Skeleton Army Witch Electro Wizard Zap Fireball Furnace
Zap Fireball Furnace Witch Electro Wizard
Furnace Skeleton Army Fire Spirit Zap Fireball Witch Electro Wizard
Fire Spirit Fireball Skeleton Army Zap Furnace Witch Electro Wizard
Skeleton Army Furnace Electro Wizard
Skeleton Army Zap Fireball Furnace Electro Wizard
Fireball Furnace Skeleton Army Witch Electro Wizard
Fire Spirit Fireball Zap Furnace Skeleton Army Witch Electro Wizard
Zap Furnace Witch Fire Spirit Fireball Electro Wizard
Electro Wizard
Skeleton Army Fire Spirit Fireball Furnace Witch Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Fireball Furnace Witch Electro Wizard
Fireball Electro Wizard Zap
Skeleton Army Zap Furnace Witch Electro Wizard
Skeleton Army Zap Fireball Electro Wizard
Skeleton Army Witch
Fire Spirit Fireball Furnace Zap Witch Electro Wizard
Skeleton Army Fireball Furnace Witch Electro Wizard
Skeleton Army
Zap Electro Wizard Fireball Skeleton Army Witch
Witch Skeleton Army
Witch
Skeleton Army Zap Fireball Electro Wizard
Skeleton Army Fireball Witch
Fireball Furnace Skeleton Army Witch
Skeleton Army Witch Electro Wizard Zap Fireball Furnace
Zap Fireball Witch Electro Wizard
Zap Fireball Furnace Electro Wizard

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
Fireball Zap Electro Wizard
Fireball
Fireball
Fireball Fire Spirit Zap Furnace
Fireball Fire Spirit Zap Furnace Witch
Fire Spirit Furnace Witch
Fireball Fire Spirit Zap
Fireball Zap
Fire Spirit Fireball Electro Wizard
Zap Fireball Electro Wizard
Fireball Fire Spirit Zap
Fire Spirit Fireball
Fireball
Zap Fireball Furnace
Zap Fireball Furnace Witch
Fireball Furnace
Fireball
Fire Spirit Zap Fireball Electro Wizard
Fire Spirit Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fire Spirit Fireball Furnace Witch
Witch
Fireball Zap Witch Electro Wizard
Fireball Zap Witch
Fireball Zap
Fire Spirit Zap Fireball Furnace Witch Electro Wizard
Zap Electro Wizard Fireball Witch
Fireball
Zap Fireball
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Fire Spirit Fireball Skeleton Army Witch
Fireball Fire Spirit Zap Witch Electro Wizard
Fireball
Fireball Electro Wizard
Zap Fireball
Zap Fireball
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard
Fireball

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