My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 Bats 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.

Bats Wizard Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Rage Freeze

Punishments

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

Elite Barbarians 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 Elite Barbarians Mega Knight

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.

Elite Barbarians

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 Elite Barbarians
Giant Snowball
Fire Spirit Bats
Zap
Fire Spirit Bats
Barbarian Barrel
Fire Spirit Elite Barbarians Wizard
The Log
Fire Spirit Elite Barbarians
Earthquake
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Elite Barbarians Wizard
Fireball
Elite Barbarians Wizard
Poison
Bats Wizard
Lightning
Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard 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 Bats Rage Freeze Mega Knight

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.

Elite Barbarians

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 Bats Zap Rage Freeze Wizard Elite Barbarians Mega Knight

Shortest cycle

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

7 Fire Spirit Bats Zap Rage

Attack Synergies 3 11

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 Elite Barbarians
Bats
Mega Knight Zap Elite Barbarians Rage
Zap
Elite Barbarians Fire Spirit Bats Freeze Mega Knight
Elite Barbarians
Zap Rage Fire Spirit Bats Wizard Mega Knight
Wizard
Elite Barbarians Rage Mega Knight
Rage
Elite Barbarians Bats Wizard
Freeze
Zap
Mega Knight
Bats Zap Elite Barbarians Wizard

Defense Synergies 1 10

Fire Spirit
Zap
Bats
Zap Freeze Mega Knight
Zap
Mega Knight Fire Spirit Bats Elite Barbarians
Elite Barbarians
Zap Wizard Mega Knight
Wizard
Elite Barbarians Freeze Mega Knight
Rage
Freeze
Bats Wizard Mega Knight
Mega Knight
Zap Bats Elite Barbarians Wizard Freeze

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 Wizard
Elite Barbarians Bats Zap Mega Knight
Mega Knight Fire Spirit Bats Elite Barbarians Freeze
Elite Barbarians Bats Mega Knight
Elite Barbarians Mega Knight
Freeze Fire Spirit Bats Zap Mega Knight
Bats Fire Spirit Zap Wizard Freeze
Zap Mega Knight
Elite Barbarians
Elite Barbarians Fire Spirit Mega Knight
Bats Zap Wizard Freeze Mega Knight
Bats Zap Wizard
Mega Knight Fire Spirit Bats Zap Elite Barbarians Wizard Freeze
Fire Spirit Wizard Mega Knight Bats Zap Freeze
Elite Barbarians Mega Knight
Zap Elite Barbarians Freeze Mega Knight
Wizard Mega Knight Bats Elite Barbarians
Fire Spirit Mega Knight Bats Zap Elite Barbarians Wizard
Zap Wizard Freeze Fire Spirit Bats Mega Knight
Elite Barbarians
Wizard Mega Knight Fire Spirit Bats Elite Barbarians

Counters to secondary win conditions

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

Mega Knight Zap Elite Barbarians
Zap Elite Barbarians Wizard Mega Knight
Mega Knight Bats Zap Elite Barbarians
Mega Knight Bats Zap Elite Barbarians
Elite Barbarians Mega Knight
Fire Spirit Wizard Bats Zap Freeze
Bats Elite Barbarians
Mega Knight Elite Barbarians
Zap Freeze Mega Knight Bats Elite Barbarians
Mega Knight Bats Elite Barbarians
Mega Knight Zap Elite Barbarians
Elite Barbarians Mega Knight Wizard
Wizard Mega Knight
Elite Barbarians Bats Zap Freeze
Bats Mega Knight Zap Elite Barbarians Wizard Freeze
Zap

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
Freeze
Wizard Fire Spirit Zap Mega Knight
Wizard Fire Spirit Bats Zap Freeze
Fire Spirit Wizard
Fire Spirit Zap Wizard Freeze
Zap Wizard
Fire Spirit Bats Elite Barbarians
Zap Wizard
Fire Spirit Zap Wizard
Fire Spirit Elite Barbarians
Freeze
Zap Elite Barbarians
Zap Wizard
Wizard Mega Knight
Freeze
Bats
Fire Spirit Zap Wizard Mega Knight
Fire Spirit Zap Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Freeze Fire Spirit Wizard Mega Knight
Zap Wizard
Zap Wizard Mega Knight
Zap
Elite Barbarians Fire Spirit Bats Zap Wizard
Zap Bats Wizard Freeze
Elite Barbarians
Zap Wizard Mega Knight
Zap Freeze
Mega Knight
Wizard
Zap Fire Spirit Bats Freeze
Fire Spirit Zap Wizard
Freeze
Wizard Mega Knight
Zap Wizard
Zap
Elite Barbarians Mega Knight
Zap Bats Elite Barbarians Freeze
Bats Zap
Zap Freeze Mega Knight
Wizard Mega Knight

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