My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 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 Minions Firecracker Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

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

Firecracker Tombstone Golem Bandit Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap

Punishments

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

Bandit

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 Golem Bandit

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 Golem Bandit 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
Minions Bandit
Giant Snowball
Fire Spirit Minions Tombstone
Zap
Fire Spirit Minions Firecracker Tombstone Bandit
Barbarian Barrel
Fire Spirit Firecracker Tombstone Bandit Electro Wizard
The Log
Fire Spirit Firecracker Tombstone Bandit
Earthquake
Firecracker Tombstone
Arrows
Fire Spirit Minions Firecracker Tombstone
Royal Delivery
Fire Spirit Minions Firecracker Bandit Electro Wizard
Fireball
Minions Firecracker Tombstone Bandit Electro Wizard
Poison
Minions Firecracker Tombstone Electro Wizard
Lightning
Tombstone Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Firecracker

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 Tombstone Golem

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 Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Minions Firecracker Tombstone Bandit Electro Wizard Golem

Shortest cycle

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

9 Fire Spirit Zap Minions Firecracker

Attack Synergies 2 14

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 Golem Bandit
Zap
Firecracker Electro Wizard Fire Spirit Minions Golem Bandit
Minions
Zap Firecracker Golem Bandit
Firecracker
Zap Minions Golem Bandit
Tombstone
Golem
Fire Spirit Zap Minions Firecracker Bandit Electro Wizard
Bandit
Fire Spirit Zap Minions Firecracker Golem Electro Wizard
Electro Wizard
Zap Golem Bandit

Defense Synergies 1 16

Fire Spirit
Zap Firecracker Electro Wizard
Zap
Electro Wizard Fire Spirit Minions Firecracker Tombstone Bandit
Minions
Zap Firecracker Tombstone Bandit Electro Wizard
Firecracker
Fire Spirit Zap Minions Tombstone Bandit Electro Wizard
Tombstone
Zap Minions Firecracker Electro Wizard
Golem
Bandit
Zap Minions Firecracker Electro Wizard
Electro Wizard
Zap Fire Spirit Minions Firecracker Tombstone Bandit

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.

Zap Minions Firecracker Tombstone Electro Wizard
Zap Minions Firecracker Tombstone Bandit Electro Wizard
Fire Spirit Minions Tombstone Bandit Electro Wizard
Minions Firecracker Tombstone Bandit Electro Wizard
Firecracker Tombstone
Fire Spirit Zap Minions Firecracker Bandit Electro Wizard
Minions Electro Wizard Fire Spirit Zap Firecracker Tombstone
Zap Bandit Electro Wizard
Minions Tombstone
Fire Spirit Firecracker Bandit Electro Wizard
Minions Electro Wizard Zap Firecracker Tombstone Bandit
Minions Zap Firecracker Electro Wizard
Tombstone Fire Spirit Zap Minions Bandit Electro Wizard
Fire Spirit Zap Minions Firecracker Tombstone Electro Wizard
Tombstone Bandit Electro Wizard
Zap Bandit Electro Wizard
Minions Firecracker Tombstone Electro Wizard
Fire Spirit Tombstone Zap Minions Firecracker Bandit Electro Wizard
Zap Fire Spirit Minions Firecracker Tombstone Bandit Electro Wizard
Electro Wizard
Fire Spirit Minions Firecracker Bandit Electro Wizard
Tombstone

Counters to secondary win conditions

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

Zap Tombstone Bandit Electro Wizard
Bandit Electro Wizard Zap Firecracker
Tombstone Bandit Zap Minions Electro Wizard
Zap Bandit Electro Wizard
Tombstone Bandit
Fire Spirit Firecracker Zap Minions Electro Wizard
Minions Tombstone Bandit Electro Wizard
Zap Electro Wizard Minions Firecracker Tombstone Bandit
Tombstone
Minions Tombstone
Zap Electro Wizard
Tombstone Bandit
Firecracker
Tombstone Electro Wizard Zap Minions Firecracker
Minions Zap Firecracker Electro Wizard
Zap Tombstone 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.)

Firecracker Bandit
Firecracker Zap Bandit Electro Wizard
Bandit
Firecracker
Fire Spirit Zap Firecracker
Firecracker Fire Spirit Zap Minions
Fire Spirit Firecracker
Fire Spirit Zap Firecracker
Zap Firecracker Bandit
Fire Spirit Minions Electro Wizard
Firecracker Zap Bandit Electro Wizard
Fire Spirit Zap Firecracker
Fire Spirit Firecracker Bandit
Minions Firecracker Bandit
Zap Firecracker
Zap Firecracker Bandit
Firecracker Bandit
Minions
Fire Spirit Zap Firecracker Bandit Electro Wizard
Fire Spirit Zap Firecracker
Minions
Zap
Zap Firecracker Fire Spirit
Firecracker Zap Bandit Electro Wizard
Zap Bandit
Zap Firecracker Bandit
Fire Spirit Zap Firecracker Electro Wizard
Zap Electro Wizard Minions Firecracker
Zap Bandit
Zap Firecracker Electro Wizard
Firecracker
Zap Electro Wizard Fire Spirit Minions Tombstone Bandit
Fire Spirit Zap Firecracker Electro Wizard
Firecracker Electro Wizard
Zap Firecracker
Zap
Firecracker
Zap Minions Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Bandit Electro Wizard
Firecracker

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