My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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 Firecracker

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.

Firecracker Rune Giant Bowler

Offensive cards

Win conditions

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

Mortar Rune Giant

Damage spells

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

Zap Arrows

Punishments

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

Mortar

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 Mortar Rune 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.

Firecracker

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
Giant Snowball
Fire Spirit
Zap
Fire Spirit Firecracker Mortar
Barbarian Barrel
Fire Spirit Firecracker Mortar
The Log
Fire Spirit Firecracker
Earthquake
Firecracker Mortar
Arrows
Fire Spirit Firecracker
Royal Delivery
Fire Spirit Firecracker Bowler
Fireball
Firecracker Mortar Bowler
Poison
Firecracker Mortar
Lightning
Mortar Bowler
Rocket
Mortar Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Firecracker Mortar Bowler

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 Arrows Rune Giant Bowler

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Berserker Arrows Firecracker Mortar Rune Giant Bowler

Shortest cycle

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

8 Fire Spirit Zap Berserker Arrows

Attack Synergies 3 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
Zap Mortar Bowler
Zap
Arrows Firecracker Fire Spirit Mortar Bowler
Berserker
Rune Giant
Arrows
Zap Mortar Bowler
Firecracker
Zap Mortar Bowler
Mortar
Fire Spirit Zap Arrows Firecracker
Rune Giant
Berserker
Bowler
Fire Spirit Zap Arrows Firecracker

Defense Synergies 0 9

Fire Spirit
Zap Firecracker
Zap
Fire Spirit Arrows Firecracker Mortar Bowler
Berserker
Arrows
Zap Mortar Bowler
Firecracker
Fire Spirit Zap Mortar
Mortar
Zap Arrows Firecracker
Rune Giant
Bowler
Zap Arrows

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.

Bowler Zap Firecracker Mortar
Zap Firecracker Mortar
Mortar Bowler Fire Spirit
Firecracker Mortar Bowler
Arrows Firecracker Bowler
Arrows Bowler Fire Spirit Zap Firecracker
Fire Spirit Zap Arrows Firecracker Mortar
Bowler Zap Arrows
Mortar
Fire Spirit Firecracker Bowler
Berserker Zap Arrows Firecracker Bowler
Arrows Zap Firecracker
Mortar Bowler Fire Spirit Zap
Fire Spirit Bowler Zap Arrows Firecracker Mortar
Mortar
Zap Mortar Bowler
Arrows Firecracker Mortar Bowler
Fire Spirit Arrows Mortar Zap Firecracker Bowler
Zap Arrows Mortar Fire Spirit Firecracker Bowler
Mortar
Bowler Fire Spirit Arrows Firecracker
Mortar

Counters to secondary win conditions

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

Zap Bowler
Zap Arrows Firecracker Mortar Bowler
Zap Bowler
Bowler Zap
Bowler
Fire Spirit Arrows Firecracker Zap
Bowler
Zap Firecracker Mortar
Bowler
Zap Arrows Bowler
Bowler
Firecracker Bowler
Zap Firecracker Mortar Bowler
Arrows Bowler Zap Firecracker
Zap Arrows Mortar

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.)

Arrows Firecracker Mortar
Arrows Firecracker Mortar Zap Bowler
Arrows
Arrows Firecracker
Fire Spirit Zap Arrows Firecracker Mortar Bowler
Arrows Firecracker Fire Spirit Zap
Fire Spirit Arrows Firecracker Mortar Bowler
Arrows Fire Spirit Zap Firecracker Bowler
Arrows Zap Firecracker Mortar
Fire Spirit Bowler
Firecracker Zap Arrows Mortar Bowler
Fire Spirit Zap Arrows Firecracker
Fire Spirit Firecracker Mortar Bowler
Arrows Firecracker Mortar
Zap Arrows Firecracker Mortar
Zap Arrows Firecracker Mortar Bowler
Arrows Firecracker Mortar Bowler
Arrows Mortar
Fire Spirit Zap Arrows Firecracker Mortar Bowler
Fire Spirit Zap Arrows Firecracker Mortar Bowler
Bowler
Arrows
Bowler
Zap Arrows Mortar
Zap Arrows Firecracker Fire Spirit Mortar Bowler
Arrows Firecracker Mortar Zap Bowler
Zap Arrows Mortar Bowler
Zap Arrows Firecracker Mortar
Fire Spirit Zap Arrows Firecracker
Zap Firecracker
Bowler
Zap Arrows Mortar
Zap Arrows Firecracker
Arrows Firecracker Bowler
Zap Fire Spirit
Fire Spirit Zap Arrows Firecracker
Arrows
Firecracker Bowler
Arrows Zap Firecracker Mortar Bowler
Zap Arrows
Firecracker
Zap Firecracker Bowler
Firecracker Zap
Zap Firecracker Mortar Bowler
Firecracker Mortar Bowler

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