My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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 Witch 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.

Elixir Golem Battle Ram Giant Witch Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem Battle Ram Giant

Damage spells

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

Earthquake

Punishments

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

Elixir Golem Battle Ram Giant

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Elixir Golem Battle Ram 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
Elixir Golem Battle Ram Giant Guards
Giant Snowball
Fire Spirit Battle Ram Guards Witch
Zap
Fire Spirit Battle Ram Guards Witch
Barbarian Barrel
Fire Spirit Elixir Golem Battle Ram Guards Witch Electro Wizard
The Log
Fire Spirit Elixir Golem Battle Ram Guards Witch
Earthquake
Elixir Golem Guards Witch
Arrows
Fire Spirit Guards Witch
Royal Delivery
Fire Spirit Elixir Golem Battle Ram Guards Witch Electro Wizard
Fireball
Elixir Golem Battle Ram Witch Electro Wizard
Poison
Elixir Golem Guards Witch Electro Wizard
Lightning
Battle Ram Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake

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 Elixir Golem Battle Ram Guards

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 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 Earthquake Elixir Golem Guards Battle Ram Electro Wizard Giant Witch

Shortest cycle

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

10 Fire Spirit Earthquake Elixir Golem Guards

Attack Synergies 2 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
Elixir Golem Battle Ram Giant
Earthquake
Elixir Golem Giant Battle Ram
Elixir Golem
Earthquake Fire Spirit Witch
Battle Ram
Fire Spirit Earthquake Witch Electro Wizard
Giant
Earthquake Fire Spirit Guards Witch Electro Wizard
Guards
Giant
Witch
Elixir Golem Battle Ram Giant
Electro Wizard
Battle Ram Giant

Defense Synergies 0 4

Fire Spirit
Electro Wizard
Earthquake
Elixir Golem
Battle Ram
Giant
Guards
Witch Electro Wizard
Witch
Guards Electro Wizard
Electro Wizard
Fire Spirit Guards 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.

Earthquake Electro Wizard
Witch Electro Wizard
Witch Fire Spirit Electro Wizard
Witch Guards Electro Wizard
Earthquake
Fire Spirit Earthquake Guards Electro Wizard
Electro Wizard Fire Spirit Witch
Earthquake Electro Wizard
Witch
Guards Fire Spirit Electro Wizard
Guards Witch Electro Wizard Earthquake
Witch Electro Wizard
Fire Spirit Earthquake Guards Witch Electro Wizard
Fire Spirit Earthquake Guards Witch Electro Wizard
Electro Wizard
Electro Wizard
Witch Electro Wizard
Fire Spirit Guards Witch Electro Wizard
Earthquake Witch Fire Spirit Guards Electro Wizard
Electro Wizard
Fire Spirit Earthquake Guards Witch Electro Wizard

Counters to secondary win conditions

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

Guards Witch Electro Wizard
Electro Wizard
Guards Witch Electro Wizard
Guards Electro Wizard
Guards Witch
Fire Spirit Witch Electro Wizard
Guards Witch Electro Wizard
Electro Wizard Witch
Witch Guards
Guards Witch
Guards Electro Wizard
Guards Witch
Witch
Guards Witch Electro Wizard
Earthquake Witch Electro Wizard
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.)

Earthquake Guards
Electro Wizard
Earthquake
Earthquake Guards
Fire Spirit Earthquake
Fire Spirit Witch
Fire Spirit Earthquake Witch
Earthquake Fire Spirit
Fire Spirit Guards Electro Wizard
Earthquake Electro Wizard
Fire Spirit
Earthquake Fire Spirit
Earthquake
Earthquake
Earthquake Witch
Earthquake
Earthquake
Fire Spirit Earthquake Electro Wizard
Fire Spirit Earthquake Witch
Earthquake
Earthquake
Earthquake Fire Spirit Witch
Witch
Earthquake Witch Electro Wizard
Witch
Fire Spirit Witch Electro Wizard
Electro Wizard Guards Witch
Earthquake
Electro Wizard
Earthquake
Earthquake Electro Wizard Fire Spirit Guards Witch
Fire Spirit Witch Electro Wizard
Electro Wizard
Earthquake
Guards Witch Electro Wizard
Witch Electro Wizard
Witch Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: