My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Bad
Versatility
Mediocre
F2P score
Bad

2 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 Electro 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.

Bomber Battle Ram Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Battle Ram Wall Breakers

Damage spells

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

Fireball Rage

Punishments

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

Battle Ram Wall Breakers

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 Battle Ram Wall Breakers

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
Bomber Battle Ram Wall Breakers
Giant Snowball
Fire Spirit Bomber Battle Ram Wall Breakers
Zap
Fire Spirit Bomber Battle Ram Wall Breakers
Barbarian Barrel
Fire Spirit Bomber Battle Ram Wall Breakers Electro Wizard
The Log
Fire Spirit Bomber Battle Ram Wall Breakers
Earthquake
Bomber
Arrows
Fire Spirit Bomber Wall Breakers
Royal Delivery
Fire Spirit Bomber Battle Ram Wall Breakers Electro Wizard
Fireball
Bomber Battle Ram Wall Breakers Electro Wizard
Poison
Bomber Electro Wizard
Lightning
Battle Ram Electro Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber 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.

Fire Spirit Battle Ram Rage

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

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Wall Breakers Rage Fireball Battle Ram Electro Wizard Goblinstein

Shortest cycle

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

7 Fire Spirit Bomber Wall Breakers Rage

Attack Synergies 0 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
Battle Ram Wall Breakers
Bomber
Battle Ram
Fireball
Battle Ram Wall Breakers Electro Wizard
Battle Ram
Fire Spirit Bomber Fireball Wall Breakers Electro Wizard
Wall Breakers
Fire Spirit Fireball Battle Ram Electro Wizard
Rage
Electro Wizard
Electro Wizard
Fireball Battle Ram Wall Breakers Rage
Goblinstein

Defense Synergies 0 3

Fire Spirit
Electro Wizard
Bomber
Electro Wizard
Fireball
Electro Wizard
Battle Ram
Wall Breakers
Rage
Electro Wizard
Fire Spirit Bomber Fireball
Goblinstein

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.

Bomber Fireball Electro Wizard
Electro Wizard
Fire Spirit Bomber Electro Wizard
Electro Wizard
Bomber Fireball
Fireball Fire Spirit Bomber Electro Wizard
Electro Wizard Fire Spirit Fireball
Fireball Electro Wizard
Fire Spirit Bomber Electro Wizard
Electro Wizard Bomber Fireball
Fireball Electro Wizard
Fire Spirit Bomber Fireball Electro Wizard
Fire Spirit Bomber Fireball Electro Wizard
Electro Wizard
Fireball Electro Wizard
Bomber Fireball Electro Wizard
Fire Spirit Fireball Bomber Electro Wizard
Fire Spirit Bomber Fireball Electro Wizard
Electro Wizard
Bomber Fire Spirit Fireball Electro Wizard

Counters to secondary win conditions

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

Fireball Electro Wizard
Fireball Electro Wizard Bomber
Electro Wizard
Fireball Electro Wizard
Fire Spirit Fireball Electro Wizard
Fireball Electro Wizard
Electro Wizard Fireball
Fireball Electro Wizard
Fireball
Bomber Fireball
Electro Wizard Bomber Fireball
Bomber Fireball Electro Wizard
Bomber Fireball 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 Electro Wizard
Fireball
Fireball
Bomber Fireball Fire Spirit
Fireball Fire Spirit
Fire Spirit Bomber
Fireball Fire Spirit
Fireball
Fire Spirit Fireball Electro Wizard
Fireball Electro Wizard
Fireball Fire Spirit
Fire Spirit Fireball
Fireball
Fireball
Bomber Fireball
Fireball
Fireball
Bomber
Fire Spirit Bomber Fireball Electro Wizard
Fire Spirit Bomber Fireball
Fireball
Fireball
Fireball
Fire Spirit Bomber Fireball
Fireball Electro Wizard
Fireball
Fireball
Fire Spirit Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Bomber Fireball
Fireball Electro Wizard
Fireball
Electro Wizard Fire Spirit Fireball
Fireball Fire Spirit Electro Wizard
Fireball
Fireball Electro Wizard
Bomber Fireball
Fireball
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard
Fireball

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