My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding 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.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Giant Suspicious Bush Battle Ram Wizard Monk

Offensive cards

Win conditions

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

Mortar Royal Giant Battle Ram

Damage spells

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

Void

Punishments

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

Mortar Royal Giant Battle Ram

Pump responses

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

Void

Dropped at the bridge

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

Fire Spirit Mortar Royal Giant Battle Ram

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.

Monk

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
Royal Giant Battle Ram
Giant Snowball
Fire Spirit Battle Ram
Zap
Fire Spirit Mortar Royal Giant Battle Ram
Barbarian Barrel
Fire Spirit Mortar Battle Ram Wizard
The Log
Fire Spirit Royal Giant Suspicious Bush Battle Ram
Earthquake
Mortar
Arrows
Fire Spirit Suspicious Bush
Royal Delivery
Fire Spirit Battle Ram Wizard
Fireball
Mortar Suspicious Bush Battle Ram Wizard
Poison
Mortar Suspicious Bush Wizard
Lightning
Mortar Battle Ram Wizard Monk
Rocket
Mortar Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Mortar Wizard

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 Suspicious Bush Battle Ram

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.

Royal Giant

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 Suspicious Bush Void Mortar Battle Ram Wizard Monk Royal Giant

Shortest cycle

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

10 Fire Spirit Suspicious Bush Void Mortar

Attack Synergies 2 5

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
Royal Giant Mortar Battle Ram
Mortar
Royal Giant Fire Spirit
Royal Giant
Fire Spirit Mortar Wizard Void Monk
Suspicious Bush
Battle Ram
Fire Spirit
Wizard
Royal Giant
Void
Royal Giant
Monk
Royal Giant

Defense Synergies 0 1

Fire Spirit
Mortar
Wizard
Royal Giant
Suspicious Bush
Battle Ram
Wizard
Mortar
Void
Monk

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.

Mortar Wizard Void
Mortar Monk
Mortar Fire Spirit Void
Mortar Monk
Monk
Fire Spirit
Fire Spirit Mortar Wizard Void
Void Monk
Mortar
Fire Spirit
Wizard
Wizard
Mortar Fire Spirit Wizard
Fire Spirit Wizard Mortar
Mortar
Monk Mortar
Wizard Mortar
Fire Spirit Mortar Wizard
Mortar Wizard Fire Spirit
Mortar
Wizard Fire Spirit
Mortar

Counters to secondary win conditions

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

Void
Void Mortar Wizard Monk
Monk
Fire Spirit Wizard Monk
Void
Void Mortar Monk
Monk Void
Wizard
Wizard
Mortar Monk
Wizard
Mortar Void

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.)

Void Mortar Monk
Mortar Void Monk
Void
Void
Wizard Fire Spirit Mortar
Wizard Fire Spirit Monk
Fire Spirit Mortar Wizard
Fire Spirit Wizard
Void Monk Mortar Wizard
Fire Spirit Void
Void Monk Mortar Wizard
Void Monk Fire Spirit Wizard
Fire Spirit Mortar Void
Mortar Void Monk
Mortar
Mortar Wizard
Mortar Wizard
Monk Mortar
Void Fire Spirit Mortar Wizard Monk
Fire Spirit Mortar Wizard Void Monk
Void Monk
Wizard Void
Void Monk
Mortar Void Monk
Fire Spirit Mortar Wizard
Mortar Void Wizard Monk
Void Mortar Wizard Monk
Void Mortar
Fire Spirit Wizard Void
Wizard Void
Void
Void Mortar Wizard
Void Monk
Wizard Monk
Fire Spirit Void
Fire Spirit Wizard Monk
Void Wizard
Mortar Wizard
Void Monk
Void
Void Mortar Monk
Mortar Wizard Void Monk
Void

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