My Best Clash Royale Deck

Deck Check Rating

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

1 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 Archers Zappies

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Zappies Prince

Offensive cards

Win conditions

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

Missing

Damage spells

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

The Log

Punishments

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

Prince

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 Goblins Heal Spirit Prince

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 Prince
Giant Snowball
Fire Spirit Goblins Archers Cannon Zappies
Zap
Fire Spirit Goblins Archers Cannon Zappies Prince
Barbarian Barrel
Fire Spirit Goblins Archers Cannon Heal Spirit Zappies
The Log
Fire Spirit Goblins Archers Cannon Heal Spirit Zappies Prince
Earthquake
Archers Cannon Zappies
Arrows
Fire Spirit Goblins Archers Heal Spirit Zappies
Royal Delivery
Fire Spirit Goblins Archers Heal Spirit Zappies Prince
Fireball
Archers Cannon Zappies
Poison
Archers Cannon Zappies
Lightning
Cannon Prince
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log

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 Heal Spirit Prince

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 Goblins Heal 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Heal Spirit Goblins The Log Archers Cannon Zappies Prince

Shortest cycle

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

6 Fire Spirit Heal Spirit Goblins The Log

Attack Synergies 1 7

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
Prince
Goblins
Archers
Archers
Goblins Heal Spirit Prince
Cannon
Heal Spirit
Prince Archers Zappies
Zappies
Heal Spirit Prince
Prince
Heal Spirit Fire Spirit Archers Zappies The Log
The Log
Prince

Defense Synergies 2 10

Fire Spirit
The Log
Goblins
Archers Cannon Zappies The Log
Archers
Goblins Cannon The Log
Cannon
The Log Goblins Archers Prince
Heal Spirit
Zappies
Goblins Prince The Log
Prince
The Log Cannon Zappies
The Log
Cannon Prince Fire Spirit Goblins Archers Zappies

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.

Cannon Zappies The Log
Goblins Cannon Zappies Prince The Log
Cannon Prince Fire Spirit Goblins Archers Zappies
Cannon Prince Goblins Zappies
Prince The Log
The Log Fire Spirit Goblins Archers Cannon Zappies
Fire Spirit Archers Cannon Zappies
Cannon The Log
Cannon Zappies Goblins Prince
Fire Spirit Goblins Archers Cannon Zappies Prince
Goblins Archers Cannon Zappies The Log
Archers Zappies
Cannon Prince Fire Spirit Zappies The Log
Fire Spirit Goblins Cannon Zappies Prince The Log
Cannon Zappies Prince
Cannon Zappies Prince The Log
Goblins Cannon Zappies Prince
Fire Spirit Cannon Goblins Archers Zappies Prince The Log
The Log Fire Spirit Archers Cannon Zappies
Cannon Zappies Prince
Fire Spirit Goblins Archers Cannon Zappies Prince The Log

Counters to secondary win conditions

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

Goblins Archers Zappies Prince
Archers Prince The Log
Zappies Goblins Prince The Log
Prince Zappies The Log
Cannon Zappies Prince
Fire Spirit Archers Zappies
Prince Goblins Archers Zappies
Zappies Prince
Goblins Zappies Prince The Log
Cannon Zappies
Zappies Prince
Prince The Log
Prince Cannon Zappies
Archers Cannon Zappies
Zappies Goblins Archers Prince The Log
Archers Cannon Zappies The Log

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.)

The Log
The Log
The Log
Prince The Log
Fire Spirit The Log
Fire Spirit
Fire Spirit Archers The Log
The Log Fire Spirit
The Log
Fire Spirit Goblins Prince
Prince The Log
Fire Spirit Archers
Fire Spirit The Log
Prince The Log
The Log
The Log
Fire Spirit Archers Prince The Log
Fire Spirit The Log
Prince The Log
Prince The Log
The Log
The Log Fire Spirit
The Log
Prince The Log
The Log
Fire Spirit Archers
Zappies
The Log
Zappies
Prince
The Log
Fire Spirit Archers Zappies Prince
Fire Spirit Archers Zappies
The Log
Prince
The Log
Prince
Zappies The Log
Zappies
Prince The Log

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