My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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.

Fire Spirit 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.

Knight Giant Wizard Prince Giant Skeleton

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.

Arrows Rocket

Punishments

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

Giant Prince

Pump responses

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

Rocket

Dropped at the bridge

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

Fire Spirit Knight Giant Prince 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

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 Prince Giant Skeleton
Giant Snowball
Fire Spirit
Zap
Fire Spirit Prince
Barbarian Barrel
Fire Spirit Knight Wizard Giant Skeleton
The Log
Fire Spirit Prince Giant Skeleton
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Knight Wizard Prince Giant Skeleton
Fireball
Wizard
Poison
Wizard
Lightning
Knight Wizard Prince
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Wizard Rocket

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 Arrows Knight Rocket Prince 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 Arrows Knight Giant Wizard Prince Rocket Giant Skeleton

Shortest cycle

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

12 Fire Spirit Arrows Knight Giant

Attack Synergies 2 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
Knight Giant Prince Giant Skeleton
Arrows
Giant Knight Prince Giant Skeleton
Knight
Fire Spirit Arrows Wizard Prince
Giant
Arrows Prince Fire Spirit Wizard Rocket
Wizard
Knight Giant Prince Giant Skeleton
Rocket
Giant
Prince
Giant Fire Spirit Arrows Knight Wizard
Giant Skeleton
Fire Spirit Arrows Wizard

Defense Synergies 1 7

Fire Spirit
Knight Giant Skeleton
Arrows
Knight Prince Giant Skeleton
Knight
Fire Spirit Arrows Wizard
Giant
Wizard
Knight Prince Giant Skeleton
Rocket
Prince
Arrows Wizard
Giant Skeleton
Fire Spirit Arrows 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.

Rocket Knight Wizard
Knight Prince
Rocket Prince Fire Spirit Knight Giant Skeleton
Prince Knight
Arrows Rocket Prince Giant Skeleton
Arrows Fire Spirit
Rocket Fire Spirit Arrows Wizard
Rocket Arrows Giant Skeleton
Prince
Knight Fire Spirit Prince Giant Skeleton
Arrows Knight Wizard Giant Skeleton
Arrows Wizard
Prince Fire Spirit Knight Wizard Rocket Giant Skeleton
Fire Spirit Wizard Rocket Arrows Prince
Knight Prince
Rocket Prince
Wizard Arrows Knight Prince
Fire Spirit Arrows Knight Wizard Prince
Arrows Wizard Fire Spirit Knight Giant Skeleton
Prince
Wizard Fire Spirit Arrows Knight Prince Giant Skeleton

Counters to secondary win conditions

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

Knight Prince Giant Skeleton
Arrows Knight Wizard Rocket Prince
Giant Skeleton Knight Rocket Prince
Rocket Prince Giant Skeleton Knight
Giant Skeleton Knight Prince
Fire Spirit Arrows Wizard Rocket
Rocket Prince Knight Giant Skeleton
Giant Skeleton Knight Prince
Rocket Giant Skeleton Knight Prince
Knight Prince Giant Skeleton
Rocket Arrows Prince Giant Skeleton
Rocket Prince Giant Skeleton Knight Wizard
Wizard
Knight Rocket Prince Giant Skeleton
Arrows Wizard Giant Skeleton
Arrows

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.)

Arrows Knight Rocket Giant Skeleton
Arrows
Rocket Arrows Giant Skeleton
Arrows Knight Rocket Prince Giant Skeleton
Wizard Rocket Fire Spirit Arrows
Arrows Wizard Fire Spirit Rocket
Fire Spirit Arrows Wizard
Arrows Fire Spirit Wizard
Arrows Wizard
Rocket Fire Spirit Prince
Rocket Arrows Knight Wizard Prince
Fire Spirit Arrows Wizard Rocket
Rocket Fire Spirit Knight
Arrows Rocket
Arrows Prince
Rocket Arrows Wizard
Arrows Wizard Rocket
Arrows Rocket
Rocket
Rocket Fire Spirit Arrows Wizard Prince
Rocket Fire Spirit Arrows Wizard
Rocket Prince Giant Skeleton
Rocket Arrows Wizard
Rocket Prince
Rocket Arrows
Arrows Fire Spirit Wizard
Arrows Wizard
Arrows Wizard Prince
Rocket Arrows
Fire Spirit Arrows Wizard
Rocket Wizard
Arrows Wizard Rocket
Rocket Arrows
Prince Giant Skeleton
Rocket Arrows Wizard
Fire Spirit Rocket Prince
Rocket Fire Spirit Arrows Wizard
Arrows
Knight Wizard Rocket Prince
Arrows Wizard
Rocket Arrows Giant Skeleton
Prince
Rocket Giant Skeleton
Rocket
Rocket Prince Giant Skeleton
Prince
Wizard Rocket

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