My Best Clash Royale Deck

Deck Check Rating

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

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 Archers Zappies

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.

Ice Spirit Archers Royal Giant Zappies

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

Damage spells

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

Arrows

Punishments

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

Royal Giant Wall Breakers

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 Ice Spirit Royal Giant Wall Breakers

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Arrows

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 Ice Spirit Arrows Guards

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 Ice 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Spirit Wall Breakers Archers Arrows Guards Zappies Royal Giant

Shortest cycle

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

7 Fire Spirit Ice Spirit Wall Breakers Archers

Attack Synergies 3 12

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 Wall Breakers
Ice Spirit
Royal Giant Archers Royal Giant Wall Breakers Guards
Archers
Ice Spirit Arrows Royal Giant Wall Breakers
Arrows
Royal Giant Archers Wall Breakers
Royal Giant
Fire Spirit Ice Spirit Arrows Ice Spirit Archers Zappies Guards
Zappies
Royal Giant Wall Breakers
Wall Breakers
Fire Spirit Ice Spirit Archers Arrows Zappies
Guards
Ice Spirit Royal Giant

Defense Synergies 0 6

Fire Spirit
Ice Spirit
Ice Spirit
Fire Spirit Archers Zappies Guards
Archers
Ice Spirit Guards
Arrows
Royal Giant
Zappies
Ice Spirit Guards
Wall Breakers
Guards
Ice Spirit 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.

Zappies
Ice Spirit Zappies
Fire Spirit Archers Zappies
Zappies Guards
Arrows
Arrows Fire Spirit Archers Zappies Guards
Fire Spirit Ice Spirit Archers Arrows Zappies
Arrows
Zappies
Guards Fire Spirit Ice Spirit Archers Zappies
Archers Guards Arrows Zappies
Arrows Archers Zappies
Fire Spirit Ice Spirit Zappies Guards
Fire Spirit Ice Spirit Arrows Zappies Guards
Zappies
Ice Spirit Zappies
Arrows Zappies
Fire Spirit Ice Spirit Arrows Archers Zappies Guards
Arrows Fire Spirit Ice Spirit Archers Zappies Guards
Zappies
Fire Spirit Archers Arrows Zappies Guards

Counters to secondary win conditions

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

Guards Archers Zappies
Archers Arrows
Zappies Guards Ice Spirit
Guards Zappies
Zappies Guards
Fire Spirit Arrows Ice Spirit Archers Zappies
Guards Archers Zappies
Zappies
Ice Spirit Zappies
Zappies Guards
Zappies Guards
Arrows Guards
Zappies Guards
Archers Zappies
Zappies Guards Ice Spirit Archers
Arrows Archers Zappies

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.)

Arrows Guards
Arrows
Arrows
Arrows Guards
Fire Spirit Arrows
Arrows Fire Spirit Ice Spirit
Fire Spirit Archers Arrows
Arrows Fire Spirit Ice Spirit
Arrows
Fire Spirit Guards
Arrows
Fire Spirit Archers Arrows
Fire Spirit
Arrows
Arrows
Arrows
Arrows
Arrows
Fire Spirit Archers Arrows
Fire Spirit Arrows
Arrows
Arrows
Arrows Fire Spirit Ice Spirit
Arrows
Arrows
Arrows
Fire Spirit Archers Arrows
Ice Spirit Zappies Guards
Arrows
Ice Spirit Arrows Zappies
Arrows
Fire Spirit Ice Spirit Archers Zappies Guards
Fire Spirit Archers Arrows Zappies
Arrows
Arrows
Arrows
Ice Spirit Zappies Guards
Zappies

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