My Best Clash Royale Deck

Deck Check Rating

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

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 Mega Minion Hunter Goblin Giant Magic Archer

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.

Mega Minion Hunter Balloon Goblin Giant Magic Archer

Offensive cards

Win conditions

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

Balloon Goblin Giant

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.

Balloon Goblin Giant

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 Balloon Goblin Giant Magic Archer

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.

Balloon Magic Archer

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
Clone Balloon
Giant Snowball
Fire Spirit Mega Minion Clone Balloon
Zap
Fire Spirit Clone Balloon Goblin Giant
Barbarian Barrel
Fire Spirit Clone Hunter Magic Archer
The Log
Fire Spirit Clone Hunter
Earthquake
Clone
Arrows
Fire Spirit Clone
Royal Delivery
Fire Spirit Mega Minion Clone Hunter Balloon Magic Archer
Fireball
Mega Minion Clone Hunter Balloon Magic Archer
Poison
Mega Minion Clone Hunter Balloon Magic Archer
Lightning
Mega Minion Hunter Balloon Magic Archer
Rocket
Hunter Balloon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Hunter Magic Archer

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 Mega Minion Clone

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Mega Minion Clone Hunter Magic Archer Balloon Goblin Giant

Shortest cycle

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

9 Fire Spirit Zap Mega Minion Clone

Attack Synergies 5 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 Mega Minion Balloon Goblin Giant
Zap
Mega Minion Balloon Goblin Giant Fire Spirit Hunter Magic Archer
Mega Minion
Zap Goblin Giant Fire Spirit Balloon
Clone
Balloon Goblin Giant Magic Archer
Hunter
Zap Balloon Goblin Giant
Balloon
Zap Clone Fire Spirit Mega Minion Hunter Goblin Giant Magic Archer
Goblin Giant
Zap Mega Minion Fire Spirit Clone Hunter Balloon Magic Archer
Magic Archer
Zap Clone Balloon Goblin Giant

Defense Synergies 2 5

Fire Spirit
Zap
Zap
Mega Minion Goblin Giant Fire Spirit Hunter Magic Archer
Mega Minion
Zap Hunter
Clone
Hunter
Zap Mega Minion
Balloon
Goblin Giant
Zap Magic Archer
Magic Archer
Zap Goblin Giant

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 Mega Minion Goblin Giant Magic Archer
Hunter Zap Mega Minion
Hunter Fire Spirit Mega Minion
Hunter Mega Minion
Fire Spirit Zap Mega Minion Hunter Magic Archer
Mega Minion Hunter Fire Spirit Zap Magic Archer
Zap Goblin Giant Magic Archer
Hunter
Fire Spirit Hunter
Zap Mega Minion Hunter Goblin Giant Magic Archer
Mega Minion Hunter Zap Magic Archer
Hunter Fire Spirit Zap
Fire Spirit Zap Mega Minion Hunter Magic Archer
Hunter
Zap Hunter
Hunter
Fire Spirit Zap Mega Minion Hunter Magic Archer
Zap Hunter Fire Spirit Mega Minion Magic Archer
Hunter
Fire Spirit Hunter Goblin Giant

Counters to secondary win conditions

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

Zap
Zap Mega Minion Hunter Magic Archer
Zap Hunter Goblin Giant
Hunter Zap Goblin Giant
Hunter Goblin Giant
Fire Spirit Zap Hunter Goblin Giant Magic Archer
Mega Minion Hunter Goblin Giant
Hunter Goblin Giant
Zap Mega Minion Magic Archer
Mega Minion Goblin Giant
Mega Minion Hunter
Zap Goblin Giant
Hunter Goblin Giant
Magic Archer
Zap Mega Minion Hunter Goblin Giant Magic Archer
Zap Mega Minion Hunter Magic Archer

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.)

Magic Archer
Zap Magic Archer
Goblin Giant Magic Archer
Fire Spirit Zap Magic Archer
Fire Spirit Zap Mega Minion Hunter Goblin Giant Magic Archer
Fire Spirit Magic Archer
Fire Spirit Zap Hunter Magic Archer
Zap
Fire Spirit
Zap Magic Archer
Fire Spirit Zap Magic Archer
Fire Spirit Hunter Magic Archer
Magic Archer
Zap Magic Archer
Zap Hunter Magic Archer
Magic Archer
Fire Spirit Zap Mega Minion Hunter Magic Archer
Fire Spirit Zap Magic Archer
Magic Archer
Zap
Zap Fire Spirit Hunter Magic Archer
Mega Minion
Zap Hunter Magic Archer
Zap Magic Archer
Zap Magic Archer
Fire Spirit Zap Hunter Magic Archer
Zap Mega Minion
Mega Minion
Zap Hunter Magic Archer
Zap Magic Archer
Magic Archer
Zap Fire Spirit Magic Archer
Fire Spirit Zap Mega Minion Hunter Magic Archer
Mega Minion Hunter Magic Archer
Zap Magic Archer
Zap
Mega Minion
Zap Magic Archer
Zap Magic Archer
Zap Goblin Giant Magic Archer

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