My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Little Prince Skeleton King Mighty Miner

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 Dart Goblin 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.

Archers Zappies Electro Giant Bandit Fisherman

Offensive cards

Win conditions

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

Electro 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.

Electro Giant Bandit

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 Dart Goblin Electro Giant Bandit

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.

Bandit

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 Bandit Fisherman
Giant Snowball
Fire Spirit Archers Dart Goblin Zappies Fisherman
Zap
Fire Spirit Archers Dart Goblin Zappies Bandit Fisherman
Barbarian Barrel
Fire Spirit Archers Dart Goblin Zappies Bandit
The Log
Fire Spirit Archers Dart Goblin Zappies Bandit Fisherman
Earthquake
Archers Zappies
Arrows
Fire Spirit Archers Dart Goblin Zappies
Royal Delivery
Fire Spirit Archers Dart Goblin Zappies Bandit Fisherman
Fireball
Archers Dart Goblin Zappies Bandit Fisherman
Poison
Archers Dart Goblin Zappies Fisherman
Lightning
Bandit Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Electro Giant

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 Electro 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 Dart Goblin

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 Archers Dart Goblin Bandit Fisherman Zappies Electro Giant

Shortest cycle

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

9 Fire Spirit Zap Archers Dart Goblin

Attack Synergies 0 13

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 Bandit Fisherman
Zap
Fire Spirit Archers Dart Goblin Zappies Bandit Fisherman
Archers
Zap Bandit Fisherman
Dart Goblin
Zap Bandit
Zappies
Zap Bandit
Electro Giant
Fisherman
Bandit
Fire Spirit Zap Archers Dart Goblin Zappies
Fisherman
Fire Spirit Zap Archers Electro Giant

Defense Synergies 0 17

Fire Spirit
Zap
Zap
Fire Spirit Archers Dart Goblin Zappies Bandit Fisherman
Archers
Zap Dart Goblin Bandit Fisherman
Dart Goblin
Zap Archers Zappies Bandit Fisherman
Zappies
Zap Dart Goblin Electro Giant Bandit Fisherman
Electro Giant
Zappies Fisherman
Bandit
Zap Archers Dart Goblin Zappies Fisherman
Fisherman
Zap Archers Dart Goblin Zappies Electro Giant Bandit

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 Dart Goblin Zappies
Zap Dart Goblin Zappies Bandit Fisherman
Fisherman Fire Spirit Archers Dart Goblin Zappies Bandit
Dart Goblin Zappies Bandit Fisherman
Fire Spirit Zap Archers Dart Goblin Zappies Bandit
Dart Goblin Fire Spirit Zap Archers Zappies
Zap Dart Goblin Electro Giant Bandit
Zappies Fisherman
Fire Spirit Archers Dart Goblin Zappies Bandit Fisherman
Archers Dart Goblin Zap Zappies Electro Giant Bandit Fisherman
Zap Archers Dart Goblin Zappies
Fire Spirit Zap Zappies Bandit
Fire Spirit Zap Dart Goblin Zappies
Zappies Bandit
Zap Zappies Electro Giant Bandit Fisherman
Zappies Fisherman
Fire Spirit Zap Archers Dart Goblin Zappies Bandit Fisherman
Zap Fire Spirit Archers Dart Goblin Zappies Bandit Fisherman
Dart Goblin Zappies Fisherman
Fire Spirit Archers Dart Goblin Zappies Electro Giant Bandit Fisherman

Counters to secondary win conditions

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

Zap Archers Zappies Electro Giant Bandit Fisherman
Bandit Zap Archers Fisherman
Zappies Bandit Zap Fisherman
Zap Zappies Bandit Fisherman
Zappies Bandit Fisherman
Fire Spirit Electro Giant Zap Archers Dart Goblin Zappies
Archers Dart Goblin Zappies Bandit
Zappies Fisherman
Zap Zappies Bandit
Dart Goblin Zappies
Dart Goblin Zappies
Zap Electro Giant
Zappies Bandit
Archers Dart Goblin Zappies Electro Giant
Zappies Electro Giant Zap Archers Dart Goblin Fisherman
Zap Archers Dart Goblin Zappies Electro Giant

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.)

Dart Goblin Bandit
Zap Dart Goblin Bandit Fisherman
Dart Goblin Bandit
Dart Goblin
Fire Spirit Zap
Electro Giant Fire Spirit Zap Dart Goblin
Fire Spirit Archers Dart Goblin
Fire Spirit Zap Dart Goblin
Zap Dart Goblin Bandit Fisherman
Fire Spirit Fisherman
Zap Dart Goblin Bandit Fisherman
Fire Spirit Zap Archers Dart Goblin
Fire Spirit Dart Goblin Bandit Fisherman
Dart Goblin Bandit Fisherman
Zap Dart Goblin Fisherman
Zap Dart Goblin Bandit
Dart Goblin Bandit
Fisherman
Fire Spirit Zap Archers Dart Goblin Bandit Fisherman
Fire Spirit Zap Dart Goblin Electro Giant
Fisherman
Zap
Zap Electro Giant Fire Spirit
Fisherman
Zap Dart Goblin Bandit Fisherman
Zap Bandit Fisherman
Zap Dart Goblin Bandit Fisherman
Fire Spirit Zap Archers Dart Goblin Electro Giant
Zap Dart Goblin Zappies Electro Giant
Zap Dart Goblin Bandit
Zap Zappies
Zap Fire Spirit Archers Dart Goblin Zappies Bandit
Fire Spirit Zap Archers Dart Goblin Zappies
Dart Goblin
Zap Dart Goblin
Zap Electro Giant
Dart Goblin
Zap Electro Giant Dart Goblin Zappies
Zap Dart Goblin Zappies
Zap Dart Goblin Electro Giant Bandit

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