My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Little Prince Mighty Miner

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 Hunter Goblin Giant Magic Archer Ram Rider

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage Battle Ram Hunter Goblin Giant Magic Archer Ram Rider

Offensive cards

Win conditions

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

Battle Ram Goblin Giant Ram Rider

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.

Battle Ram Goblin Giant Ram Rider

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 Battle Ram Goblin Giant Magic Archer Ram Rider

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.

Magic Archer Ram Rider

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
Battle Ram Ram Rider
Giant Snowball
Fire Spirit Battle Ram Ram Rider
Zap
Fire Spirit Battle Ram Goblin Giant Ram Rider
Barbarian Barrel
Fire Spirit Goblin Cage Battle Ram Hunter Magic Archer
The Log
Fire Spirit Goblin Cage Battle Ram Hunter Ram Rider
Earthquake
Goblin Cage
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Goblin Cage Battle Ram Hunter Magic Archer Ram Rider
Fireball
Goblin Cage Battle Ram Hunter Magic Archer Ram Rider
Poison
Goblin Cage Hunter Magic Archer
Lightning
Goblin Cage Battle Ram Hunter Magic Archer Ram Rider
Rocket
Hunter Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Rocket Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Rocket Hunter Magic Archer

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 Battle Ram Rocket

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 Goblin Cage Battle Ram Hunter Magic Archer Ram Rider Rocket Goblin Giant

Shortest cycle

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

13 Fire Spirit Goblin Cage Battle Ram Hunter

Attack Synergies 2 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
Goblin Cage Battle Ram Goblin Giant Ram Rider
Goblin Cage
Fire Spirit Battle Ram Hunter Magic Archer Ram Rider
Battle Ram
Magic Archer Fire Spirit Goblin Cage Hunter
Rocket
Hunter
Goblin Cage Battle Ram Goblin Giant Ram Rider
Goblin Giant
Fire Spirit Hunter Magic Archer
Magic Archer
Battle Ram Ram Rider Goblin Cage Goblin Giant
Ram Rider
Magic Archer Fire Spirit Goblin Cage Hunter

Defense Synergies 0 5

Fire Spirit
Goblin Cage
Hunter Magic Archer
Battle Ram
Rocket
Hunter
Goblin Cage Ram Rider
Goblin Giant
Magic Archer
Magic Archer
Goblin Cage Goblin Giant Ram Rider
Ram Rider
Hunter Magic Archer

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 Goblin Cage Goblin Giant Magic Archer Ram Rider
Hunter Goblin Cage Ram Rider
Goblin Cage Rocket Hunter Ram Rider Fire Spirit
Goblin Cage Hunter Ram Rider
Goblin Cage Rocket
Fire Spirit Hunter Magic Archer
Rocket Hunter Ram Rider Fire Spirit Goblin Cage Magic Archer
Rocket Goblin Cage Goblin Giant Magic Archer Ram Rider
Hunter Goblin Cage
Fire Spirit Hunter
Hunter Goblin Giant Magic Archer Ram Rider
Hunter Magic Archer Ram Rider
Goblin Cage Hunter Fire Spirit Rocket Ram Rider
Fire Spirit Rocket Goblin Cage Hunter Magic Archer
Goblin Cage Hunter Ram Rider
Rocket Goblin Cage Hunter Ram Rider
Goblin Cage Hunter
Fire Spirit Goblin Cage Hunter Magic Archer Ram Rider
Goblin Cage Hunter Fire Spirit Magic Archer Ram Rider
Goblin Cage Hunter Ram Rider
Fire Spirit Hunter Goblin Giant

Counters to secondary win conditions

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

Goblin Cage
Rocket Hunter Magic Archer
Goblin Cage Rocket Hunter Goblin Giant Ram Rider
Rocket Hunter Goblin Cage Goblin Giant Ram Rider
Goblin Cage Hunter Goblin Giant Ram Rider
Fire Spirit Rocket Hunter Goblin Giant Magic Archer Ram Rider
Rocket Goblin Cage Hunter Goblin Giant Ram Rider
Goblin Cage Hunter Goblin Giant
Goblin Cage Rocket Magic Archer
Goblin Cage Goblin Giant
Goblin Cage Hunter
Rocket Goblin Cage Goblin Giant
Rocket Goblin Cage Hunter Goblin Giant Ram Rider
Goblin Cage Magic Archer
Goblin Cage Rocket Hunter Goblin Giant Magic Archer
Goblin Cage Hunter Magic Archer

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.)

Magic Archer Rocket
Magic Archer Ram Rider
Rocket Goblin Giant Magic Archer
Rocket
Rocket Fire Spirit Magic Archer
Fire Spirit Rocket Hunter Goblin Giant Magic Archer Ram Rider
Fire Spirit Magic Archer
Fire Spirit Hunter Magic Archer Ram Rider
Ram Rider
Rocket Fire Spirit
Rocket Magic Archer Ram Rider
Fire Spirit Rocket Magic Archer
Rocket Fire Spirit Hunter Magic Archer
Rocket Magic Archer
Magic Archer
Rocket Hunter Magic Archer
Magic Archer Rocket
Rocket
Rocket
Rocket Fire Spirit Hunter Magic Archer
Rocket Fire Spirit Magic Archer
Rocket Magic Archer
Rocket
Rocket
Rocket
Fire Spirit Hunter Magic Archer
Hunter Magic Archer Ram Rider
Magic Archer Ram Rider
Rocket Magic Archer
Fire Spirit Hunter Magic Archer
Rocket
Rocket Hunter Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Fire Spirit Rocket Magic Archer
Rocket Fire Spirit Hunter Magic Archer Ram Rider
Rocket Hunter Magic Archer
Magic Archer
Rocket
Rocket Magic Archer
Rocket Magic Archer
Rocket Goblin Giant Magic Archer

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