My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Good
F2P score
Bad

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 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!
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 Witch

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.

Ice Spirit Witch Mega Knight

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Rage

Punishments

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

Elite Barbarians Wall Breakers 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 Ice Spirit Elite Barbarians Wall Breakers 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
Elite Barbarians Wall Breakers Skeleton Army
Giant Snowball
Fire Spirit Wall Breakers Skeleton Army Witch
Zap
Fire Spirit Wall Breakers Skeleton Army Witch
Barbarian Barrel
Fire Spirit Ice Spirit Elite Barbarians Wall Breakers Skeleton Army Witch
The Log
Fire Spirit Ice Spirit Elite Barbarians Wall Breakers Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Fire Spirit Ice Spirit Wall Breakers Skeleton Army Witch
Royal Delivery
Fire Spirit Ice Spirit Elite Barbarians Wall Breakers Skeleton Army Witch
Fireball
Elite Barbarians Wall Breakers Skeleton Army Witch
Poison
Skeleton Army Witch
Lightning
Elite Barbarians Witch
Rocket
Elite Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit 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 Ice Spirit Rage Skeleton Army 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 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 Ice Spirit Witch

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 Ice Spirit Wall Breakers Rage Skeleton Army Witch Elite Barbarians Mega Knight

Shortest cycle

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

6 Fire Spirit Ice Spirit Wall Breakers Rage

Attack Synergies 2 9

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
Elite Barbarians Wall Breakers
Ice Spirit
Elite Barbarians Wall Breakers Witch Mega Knight
Elite Barbarians
Rage Fire Spirit Ice Spirit Mega Knight
Wall Breakers
Fire Spirit Ice Spirit Mega Knight
Rage
Elite Barbarians Witch
Skeleton Army
Witch
Rage Ice Spirit Mega Knight
Mega Knight
Ice Spirit Elite Barbarians Wall Breakers Witch

Defense Synergies 0 7

Fire Spirit
Ice Spirit
Ice Spirit
Fire Spirit Elite Barbarians Skeleton Army Witch Mega Knight
Elite Barbarians
Ice Spirit Mega Knight
Wall Breakers
Rage
Skeleton Army
Ice Spirit
Witch
Ice Spirit Mega Knight
Mega Knight
Ice Spirit Elite Barbarians 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.

Elite Barbarians Skeleton Army Ice Spirit Witch Mega Knight
Skeleton Army Witch Mega Knight Fire Spirit Elite Barbarians
Elite Barbarians Skeleton Army Witch Mega Knight
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army Fire Spirit Mega Knight
Fire Spirit Ice Spirit Witch
Mega Knight
Witch Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Fire Spirit Ice Spirit Mega Knight
Skeleton Army Witch Mega Knight
Witch
Skeleton Army Mega Knight Fire Spirit Ice Spirit Elite Barbarians Witch
Fire Spirit Skeleton Army Mega Knight Ice Spirit Witch
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army Ice Spirit Elite Barbarians Mega Knight
Mega Knight Elite Barbarians Skeleton Army Witch
Fire Spirit Ice Spirit Mega Knight Elite Barbarians Skeleton Army Witch
Witch Fire Spirit Ice Spirit Mega Knight
Elite Barbarians
Skeleton Army Mega Knight Fire Spirit Elite Barbarians Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Elite Barbarians Witch
Elite Barbarians Mega Knight
Skeleton Army Mega Knight Ice Spirit Elite Barbarians Witch
Skeleton Army Mega Knight Elite Barbarians
Elite Barbarians Skeleton Army Witch Mega Knight
Fire Spirit Ice Spirit Witch
Skeleton Army Elite Barbarians Witch
Mega Knight Elite Barbarians Skeleton Army
Mega Knight Ice Spirit Elite Barbarians Skeleton Army Witch
Witch Skeleton Army
Mega Knight Elite Barbarians Witch
Skeleton Army Mega Knight Elite Barbarians
Elite Barbarians Skeleton Army Mega Knight Witch
Skeleton Army Witch Mega Knight
Elite Barbarians Skeleton Army Witch Ice Spirit
Mega Knight Elite Barbarians Witch

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.)

Fire Spirit Mega Knight
Fire Spirit Ice Spirit Witch
Fire Spirit Witch
Fire Spirit Ice Spirit
Fire Spirit Elite Barbarians
Fire Spirit
Fire Spirit Elite Barbarians
Elite Barbarians
Witch
Mega Knight
Fire Spirit Mega Knight
Fire Spirit Witch Mega Knight
Mega Knight
Fire Spirit Ice Spirit Witch Mega Knight
Witch
Witch
Witch Mega Knight
Elite Barbarians Fire Spirit Witch
Ice Spirit Witch
Elite Barbarians
Mega Knight
Ice Spirit
Mega Knight
Fire Spirit Ice Spirit Skeleton Army Witch
Fire Spirit Witch
Mega Knight
Elite Barbarians Mega Knight
Ice Spirit Elite Barbarians Witch
Witch
Witch Mega Knight

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