My Best Clash Royale Deck

Deck Check Rating

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

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 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.

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.

Firecracker Elixir Golem Witch Sparky Goblinstein

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap The Log

Punishments

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

Elixir Golem

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.

Barbarians Elixir 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

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
Elixir Golem Sparky
Giant Snowball
Barbarians Witch
Zap
Firecracker Witch Sparky
Barbarian Barrel
Firecracker Barbarians Elixir Golem Witch Sparky
The Log
Firecracker Barbarians Elixir Golem Witch Sparky
Earthquake
Firecracker Barbarians Elixir Golem Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Barbarians Elixir Golem Witch Sparky
Fireball
Firecracker Barbarians Elixir Golem Witch Sparky
Poison
Firecracker Barbarians Elixir Golem Witch Sparky
Lightning
Witch Sparky Goblinstein
Rocket
Barbarians Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker The Log Sparky

Ladder info

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.

Elixir Golem Sparky

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Firecracker Elixir Golem Barbarians Witch Goblinstein Sparky

Shortest cycle

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

10 Zap The Log Firecracker Elixir Golem

Attack Synergies 3 8

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.

Zap
Firecracker Sparky Elixir Golem Witch The Log
Firecracker
Zap Elixir Golem Sparky
Barbarians
Elixir Golem
Firecracker Zap Witch The Log Sparky
Witch
Zap Elixir Golem
The Log
Zap Elixir Golem Sparky
Sparky
Zap Firecracker Elixir Golem The Log
Goblinstein

Defense Synergies 1 7

Zap
Firecracker Barbarians Witch The Log Sparky
Firecracker
The Log Zap
Barbarians
Zap
Elixir Golem
Witch
Zap The Log
The Log
Firecracker Zap Witch Sparky
Sparky
Zap The Log
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.

Zap Firecracker The Log Sparky
Barbarians Sparky Zap Firecracker Witch The Log
Barbarians Witch Sparky
Barbarians Witch Sparky Firecracker
Firecracker Barbarians The Log Sparky
The Log Zap Firecracker
Zap Firecracker Witch
Zap Barbarians The Log Sparky
Barbarians Witch Sparky
Firecracker Barbarians Sparky
Barbarians Witch Zap Firecracker The Log
Zap Firecracker Witch
Barbarians Sparky Zap Witch The Log
Sparky Zap Firecracker Barbarians Witch The Log
Barbarians Sparky
Barbarians Zap The Log Sparky
Barbarians Sparky Firecracker Witch
Zap Firecracker Barbarians Witch The Log
Zap Witch The Log Firecracker Barbarians
Barbarians Sparky
Firecracker Barbarians Witch The Log Sparky
Sparky

Counters to secondary win conditions

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

Barbarians Zap Witch Sparky
Zap Firecracker The Log
Barbarians Zap Witch The Log Sparky
Zap Barbarians The Log Sparky
Barbarians Witch Sparky
Firecracker Zap Witch
Sparky Barbarians Witch
Barbarians Sparky
Zap Firecracker Barbarians Witch The Log Sparky
Witch Barbarians Sparky
Barbarians Witch Sparky
Zap Barbarians The Log
Barbarians Witch Sparky
Firecracker Barbarians Witch Sparky
Barbarians Witch Sparky Zap Firecracker The Log
Zap Firecracker Barbarians Witch The Log Sparky
Zap

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 The Log Sparky
Firecracker Zap The Log
The Log Sparky
Firecracker Barbarians The Log Sparky
Zap Firecracker The Log Sparky
Firecracker Zap Witch
Firecracker Witch The Log Sparky
The Log Zap Firecracker
The Log Zap Firecracker
Sparky
Firecracker Zap The Log Sparky
Zap Firecracker
Firecracker The Log Sparky
Firecracker
Zap Firecracker The Log Sparky
Zap Firecracker Witch The Log Sparky
Firecracker The Log Sparky
Sparky
Sparky
Zap Firecracker The Log Sparky
Zap Firecracker Witch The Log
The Log Sparky
The Log Sparky
Zap Barbarians The Log
Zap Firecracker The Log Witch Sparky
Witch
Firecracker The Log Zap Witch Sparky
Zap Witch The Log Sparky
Zap Firecracker The Log Sparky
Zap Firecracker Witch Sparky
Zap Firecracker Witch
Sparky
Zap The Log Sparky
Zap Firecracker Sparky
Sparky
Firecracker The Log Sparky
Zap Barbarians Witch
Zap Firecracker Witch
The Log
Firecracker Sparky
The Log Zap Firecracker
Zap Sparky
Firecracker Sparky
Zap Firecracker Witch The Log Sparky
Firecracker Zap Witch
Zap Firecracker Witch The Log Sparky
Sparky
Firecracker Sparky

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