My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Archers Baby Dragon

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.

Archers Baby Dragon Prince Mega Knight

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Rocket

Punishments

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

Wall Breakers Prince Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Fire Spirit Wall Breakers Baby Dragon Prince Mega Knight

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
Archers Wall Breakers Guards Prince
Giant Snowball
Fire Spirit Archers Wall Breakers Guards Baby Dragon
Zap
Fire Spirit Archers Wall Breakers Guards Prince
Barbarian Barrel
Fire Spirit Archers Wall Breakers Guards
The Log
Fire Spirit Archers Wall Breakers Guards Prince
Earthquake
Archers Guards
Arrows
Fire Spirit Archers Wall Breakers Guards
Royal Delivery
Fire Spirit Archers Wall Breakers Guards Baby Dragon Prince
Fireball
Archers Wall Breakers Baby Dragon
Poison
Archers Guards
Lightning
Baby Dragon Prince
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Rocket Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Rocket Baby Dragon Mega Knight

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 Rocket Guards Baby Dragon Prince Mega Knight

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 Wall Breakers Archers Guards Baby Dragon Prince Rocket Mega Knight

Shortest cycle

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

9 Fire Spirit Wall Breakers Archers Guards

Attack Synergies 1 11

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
Wall Breakers Baby Dragon Prince
Archers
Wall Breakers Baby Dragon Prince Mega Knight
Rocket
Wall Breakers
Fire Spirit Archers Baby Dragon Mega Knight
Guards
Baby Dragon
Fire Spirit Archers Wall Breakers Prince Mega Knight
Prince
Mega Knight Fire Spirit Archers Baby Dragon
Mega Knight
Prince Archers Wall Breakers Baby Dragon

Defense Synergies 0 7

Fire Spirit
Archers
Guards Baby Dragon Mega Knight
Rocket
Wall Breakers
Guards
Archers Baby Dragon Prince
Baby Dragon
Archers Guards Prince Mega Knight
Prince
Guards Baby Dragon
Mega Knight
Archers Baby Dragon

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.

Rocket Baby Dragon
Prince Mega Knight
Rocket Prince Mega Knight Fire Spirit Archers
Prince Guards Mega Knight
Rocket Prince Mega Knight
Fire Spirit Archers Guards Baby Dragon Mega Knight
Rocket Fire Spirit Archers Baby Dragon
Rocket Baby Dragon Mega Knight
Prince
Guards Fire Spirit Archers Prince Mega Knight
Archers Guards Baby Dragon Mega Knight
Archers Baby Dragon
Prince Mega Knight Fire Spirit Rocket Guards
Fire Spirit Rocket Mega Knight Guards Baby Dragon Prince
Prince Mega Knight
Rocket Prince Mega Knight
Mega Knight Prince
Fire Spirit Mega Knight Archers Guards Baby Dragon Prince
Baby Dragon Fire Spirit Archers Guards Mega Knight
Prince
Mega Knight Fire Spirit Archers Guards Baby Dragon Prince

Counters to secondary win conditions

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

Guards Mega Knight Archers Prince
Archers Rocket Baby Dragon Prince Mega Knight
Guards Mega Knight Rocket Prince
Rocket Guards Prince Mega Knight
Guards Prince Mega Knight
Fire Spirit Rocket Archers Baby Dragon
Rocket Guards Prince Archers
Mega Knight Prince
Rocket Mega Knight Baby Dragon Prince
Guards
Mega Knight Guards Prince
Rocket Mega Knight Guards Prince
Rocket Prince Mega Knight Guards
Archers Baby Dragon Mega Knight
Guards Archers Rocket Baby Dragon Prince
Mega Knight Archers Baby Dragon

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.)

Rocket Guards Baby Dragon
Baby Dragon
Rocket Baby Dragon
Rocket Guards Prince
Rocket Fire Spirit Baby Dragon Mega Knight
Fire Spirit Rocket Baby Dragon
Fire Spirit Archers Baby Dragon
Fire Spirit Baby Dragon
Rocket Fire Spirit Guards Prince
Rocket Prince
Fire Spirit Archers Rocket Baby Dragon
Rocket Fire Spirit Baby Dragon
Rocket Baby Dragon
Baby Dragon Prince
Rocket Baby Dragon
Rocket Baby Dragon Mega Knight
Rocket
Rocket
Rocket Fire Spirit Archers Baby Dragon Prince Mega Knight
Rocket Fire Spirit Baby Dragon Mega Knight
Rocket Baby Dragon Prince Mega Knight
Rocket
Rocket Prince
Rocket Baby Dragon
Fire Spirit Baby Dragon Mega Knight
Baby Dragon
Baby Dragon Prince Mega Knight
Rocket Baby Dragon
Fire Spirit Archers Baby Dragon
Rocket Guards
Rocket Mega Knight
Rocket
Prince Mega Knight
Rocket
Fire Spirit Archers Rocket Guards Prince
Rocket Fire Spirit Archers Baby Dragon
Rocket Baby Dragon Prince Mega Knight
Baby Dragon
Rocket
Prince Mega Knight
Rocket Guards Baby Dragon
Rocket
Rocket Baby Dragon Prince Mega Knight

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