My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding 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 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 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 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.

Firecracker 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.

Knight Firecracker Witch Balloon

Offensive cards

Win conditions

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

Hog Rider Wall Breakers Balloon

Damage spells

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

Missing

Punishments

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

Hog Rider Wall Breakers Balloon

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.

Electro Spirit Knight Hog Rider Wall Breakers Balloon

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.

Electro Spirit Firecracker Hog Rider Balloon

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
Hog Rider Wall Breakers Skeleton Army Balloon
Giant Snowball
Hog Rider Wall Breakers Skeleton Army Witch Balloon
Zap
Firecracker Wall Breakers Skeleton Army Witch Balloon
Barbarian Barrel
Electro Spirit Knight Firecracker Wall Breakers Skeleton Army Witch
The Log
Electro Spirit Firecracker Hog Rider Wall Breakers Skeleton Army Witch
Earthquake
Firecracker Hog Rider Skeleton Army Witch
Arrows
Electro Spirit Firecracker Wall Breakers Skeleton Army Witch
Royal Delivery
Electro Spirit Knight Firecracker Hog Rider Wall Breakers Skeleton Army Witch Balloon
Fireball
Firecracker Hog Rider Wall Breakers Skeleton Army Witch Balloon
Poison
Firecracker Skeleton Army Witch Balloon
Lightning
Knight Witch Balloon
Rocket
Hog Rider Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit 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.

Electro Spirit Knight Skeleton Army

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.

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Wall Breakers Knight Firecracker Skeleton Army Hog Rider Witch Balloon

Shortest cycle

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

9 Electro Spirit Wall Breakers Knight Firecracker

Attack Synergies 5 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.

Electro Spirit
Hog Rider Wall Breakers Balloon
Knight
Firecracker Hog Rider Wall Breakers Balloon Witch
Firecracker
Knight Hog Rider Wall Breakers Balloon
Hog Rider
Knight Firecracker Electro Spirit Witch Balloon
Wall Breakers
Knight Electro Spirit Firecracker Balloon
Skeleton Army
Witch
Knight Hog Rider
Balloon
Knight Electro Spirit Firecracker Hog Rider Wall Breakers

Defense Synergies 1 3

Electro Spirit
Knight
Firecracker Skeleton Army Witch
Firecracker
Knight Skeleton Army
Hog Rider
Wall Breakers
Skeleton Army
Knight Firecracker
Witch
Knight
Balloon

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.

Knight Firecracker
Skeleton Army Knight Firecracker Witch
Skeleton Army Witch Knight
Skeleton Army Witch Knight Firecracker
Firecracker Skeleton Army
Skeleton Army Electro Spirit Firecracker
Electro Spirit Firecracker Witch
Electro Spirit
Witch Skeleton Army
Knight Skeleton Army Firecracker
Skeleton Army Witch Electro Spirit Knight Firecracker
Firecracker Witch
Skeleton Army Knight Witch
Skeleton Army Electro Spirit Firecracker Witch
Skeleton Army Knight
Skeleton Army
Knight Firecracker Skeleton Army Witch
Electro Spirit Knight Firecracker Skeleton Army Witch
Witch Electro Spirit Knight Firecracker
Skeleton Army Electro Spirit Knight Firecracker Witch

Counters to secondary win conditions

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

Knight Skeleton Army Witch
Knight Firecracker
Skeleton Army Knight Witch
Skeleton Army Knight
Knight Skeleton Army Witch
Firecracker Electro Spirit Witch
Skeleton Army Knight Witch
Knight Skeleton Army
Electro Spirit Knight Firecracker Skeleton Army Witch
Witch Skeleton Army
Knight Witch
Skeleton Army
Skeleton Army Knight Witch
Firecracker Skeleton Army Witch
Skeleton Army Witch Electro Spirit Knight Firecracker
Electro Spirit Firecracker Witch
Electro Spirit

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.)

Knight Firecracker
Firecracker
Knight Firecracker
Firecracker
Firecracker Electro Spirit Witch
Firecracker Witch
Firecracker
Firecracker
Firecracker Knight
Firecracker
Knight Firecracker
Firecracker
Firecracker
Firecracker Witch
Firecracker
Firecracker
Firecracker Witch
Firecracker Electro Spirit Witch
Witch
Firecracker Witch
Witch
Firecracker
Firecracker Witch
Electro Spirit Firecracker Witch
Electro Spirit Firecracker
Firecracker
Electro Spirit Skeleton Army Witch
Firecracker Witch
Knight Firecracker
Firecracker
Firecracker
Electro Spirit Firecracker Witch
Firecracker Witch
Firecracker Witch
Firecracker

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