My Best Clash Royale Deck

Deck Check Rating

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

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 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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.

Fire Spirit Flying Machine 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.

Knight Royal Giant Flying Machine Baby Dragon Balloon

Offensive cards

Win conditions

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

Royal Giant Balloon

Damage spells

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

Zap Rage

Punishments

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

Royal Giant 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.

Fire Spirit Knight Royal Giant Flying Machine Baby Dragon 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.

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
Royal Giant Balloon
Giant Snowball
Fire Spirit Flying Machine Baby Dragon Balloon
Zap
Fire Spirit Royal Giant Flying Machine Balloon
Barbarian Barrel
Fire Spirit Knight
The Log
Fire Spirit Royal Giant
Earthquake
Arrows
Fire Spirit Flying Machine
Royal Delivery
Fire Spirit Knight Flying Machine Baby Dragon Balloon
Fireball
Flying Machine Baby Dragon Balloon
Poison
Flying Machine Balloon
Lightning
Knight Baby Dragon Balloon
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Baby Dragon

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 Knight Rage Baby Dragon

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.

Royal Giant

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Rage Knight Flying Machine Baby Dragon Balloon Royal Giant

Shortest cycle

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

8 Fire Spirit Zap Rage Knight

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
Royal Giant Zap Knight Baby Dragon Balloon
Zap
Balloon Fire Spirit Knight Royal Giant Flying Machine Baby Dragon
Knight
Baby Dragon Balloon Fire Spirit Zap Flying Machine
Royal Giant
Fire Spirit Zap Flying Machine Baby Dragon
Flying Machine
Zap Knight Royal Giant Baby Dragon Balloon
Rage
Balloon
Baby Dragon
Knight Fire Spirit Zap Royal Giant Flying Machine Balloon
Balloon
Zap Knight Rage Fire Spirit Flying Machine Baby Dragon

Defense Synergies 1 7

Fire Spirit
Knight Zap
Zap
Fire Spirit Knight Flying Machine Baby Dragon
Knight
Fire Spirit Zap Flying Machine Baby Dragon
Royal Giant
Flying Machine
Zap Knight Baby Dragon
Rage
Baby Dragon
Zap Knight Flying Machine
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.

Zap Knight Flying Machine Baby Dragon
Zap Knight Flying Machine
Fire Spirit Knight
Knight
Fire Spirit Zap Flying Machine Baby Dragon
Fire Spirit Zap Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Knight Fire Spirit
Zap Knight Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Fire Spirit Zap Knight Flying Machine
Fire Spirit Zap Baby Dragon
Knight
Zap
Knight
Fire Spirit Zap Knight Flying Machine Baby Dragon
Zap Baby Dragon Fire Spirit Knight Flying Machine
Fire Spirit Knight Flying Machine Baby Dragon

Counters to secondary win conditions

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

Knight Zap
Zap Knight Flying Machine Baby Dragon
Zap Knight
Zap Knight
Knight
Fire Spirit Zap Flying Machine Baby Dragon
Knight Flying Machine
Knight
Zap Knight Flying Machine Baby Dragon
Knight Flying Machine
Zap
Knight
Flying Machine Baby Dragon
Zap Knight Flying Machine Baby Dragon
Zap Flying Machine 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.)

Knight Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Flying Machine Baby Dragon
Knight Flying Machine
Fire Spirit Zap Baby Dragon
Fire Spirit Zap Flying Machine Baby Dragon
Fire Spirit Flying Machine Baby Dragon
Fire Spirit Zap Flying Machine Baby Dragon
Zap Flying Machine
Fire Spirit
Zap Knight Flying Machine
Fire Spirit Zap Flying Machine Baby Dragon
Flying Machine Fire Spirit Knight Baby Dragon
Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Flying Machine Baby Dragon
Fire Spirit Zap Flying Machine Baby Dragon
Fire Spirit Zap Flying Machine Baby Dragon
Baby Dragon
Zap Flying Machine Baby Dragon
Zap Fire Spirit Baby Dragon
Zap Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Zap Baby Dragon
Fire Spirit Zap Flying Machine Baby Dragon
Zap Flying Machine
Zap
Zap
Zap Fire Spirit Flying Machine
Fire Spirit Zap Flying Machine Baby Dragon
Knight Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Zap
Flying Machine
Zap Flying Machine Baby Dragon
Zap Flying Machine
Zap Flying Machine Baby Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: