My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Firecracker Ice Wizard Mother 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.

Firecracker Golem Ice Wizard Mother Witch Goblinstein

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.

Fireball Tornado

Pump responses

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

Fireball

Dropped at the bridge

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

Barbarians Golem

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

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
Barbarians
Zap
Firecracker
Barbarian Barrel
Firecracker Barbarians Ice Wizard
The Log
Firecracker Barbarians
Earthquake
Firecracker Barbarians
Arrows
Firecracker
Royal Delivery
Firecracker Barbarians Ice Wizard Mother Witch
Fireball
Firecracker Barbarians Ice Wizard Mother Witch
Poison
Firecracker Barbarians Ice Wizard Mother Witch
Lightning
Ice Wizard Mother Witch Goblinstein
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Tornado Ice 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.

Tornado Golem Ice Wizard Mother Witch

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.

Fireball

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.

Barbarians Fireball Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Tornado Ice Wizard Fireball Mother Witch Barbarians Goblinstein Golem

Shortest cycle

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

13 Firecracker Tornado Ice Wizard Fireball

Attack Synergies 2 6

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.

Firecracker
Tornado Golem
Barbarians
Fireball
Tornado Golem
Tornado
Fireball Firecracker Golem Ice Wizard
Golem
Fireball Firecracker Tornado Ice Wizard Mother Witch
Ice Wizard
Tornado Golem
Mother Witch
Golem
Goblinstein

Defense Synergies 2 5

Firecracker
Tornado Ice Wizard
Barbarians
Fireball
Tornado Ice Wizard
Tornado
Fireball Ice Wizard Firecracker Mother Witch
Golem
Ice Wizard
Tornado Firecracker Fireball Mother Witch
Mother Witch
Tornado Ice Wizard
Goblinstein

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.

Firecracker Fireball
Barbarians Firecracker Ice Wizard
Barbarians Tornado Ice Wizard
Barbarians Firecracker Ice Wizard
Firecracker Barbarians Fireball Tornado
Fireball Tornado Firecracker Ice Wizard Mother Witch
Tornado Firecracker Fireball Ice Wizard
Barbarians Fireball
Barbarians Tornado Ice Wizard
Tornado Firecracker Barbarians Ice Wizard
Barbarians Ice Wizard Mother Witch Firecracker Fireball Tornado
Firecracker Fireball Tornado Ice Wizard
Barbarians Fireball Ice Wizard
Fireball Firecracker Barbarians Tornado
Barbarians
Barbarians Tornado Fireball
Barbarians Firecracker Fireball Tornado
Fireball Firecracker Barbarians Tornado Ice Wizard
Tornado Firecracker Barbarians Fireball Ice Wizard Mother Witch
Barbarians Tornado
Firecracker Barbarians Fireball Mother Witch

Counters to secondary win conditions

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

Barbarians Fireball
Fireball Firecracker
Barbarians
Barbarians Fireball Tornado
Barbarians
Firecracker Fireball Mother Witch Tornado Ice Wizard
Barbarians Fireball Ice Wizard
Barbarians
Firecracker Barbarians Fireball Tornado
Barbarians
Barbarians
Barbarians Fireball Tornado
Barbarians Fireball
Firecracker Barbarians Fireball
Barbarians Firecracker Fireball Tornado
Firecracker Barbarians Fireball Ice Wizard Mother Witch
Fireball Ice 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.)

Fireball Firecracker
Firecracker Fireball Tornado Ice Wizard
Fireball
Firecracker Barbarians Fireball
Fireball Firecracker
Firecracker Fireball Mother Witch Tornado Ice Wizard
Firecracker Tornado
Fireball Firecracker Tornado Ice Wizard
Fireball Firecracker Tornado
Fireball Tornado
Firecracker Fireball Tornado
Fireball Firecracker Tornado
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Fireball Tornado
Firecracker Fireball
Firecracker Fireball Tornado Mother Witch
Fireball
Fireball Tornado
Tornado
Barbarians Fireball
Firecracker Tornado Mother Witch Fireball Ice Wizard
Firecracker Fireball Tornado Ice Wizard
Fireball Tornado
Fireball Firecracker Tornado
Firecracker Fireball Tornado Ice Wizard Mother Witch
Firecracker Fireball
Fireball
Fireball
Firecracker Fireball
Firecracker Fireball
Barbarians Fireball
Fireball Firecracker Tornado Ice Wizard
Fireball
Fireball Firecracker
Firecracker Fireball
Fireball Tornado
Firecracker
Firecracker Fireball Tornado
Firecracker Fireball Tornado
Firecracker Fireball Tornado
Fireball Firecracker

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