My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 Goblin Gang Minion Horde

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 Knight Royal Giant

Offensive cards

Win conditions

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

Royal 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.

Goblin Gang Royal Giant

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 Goblin Gang Barbarians Minion Horde Royal Giant

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 Goblin Gang Minion Horde Royal Giant
Giant Snowball
Fire Spirit Archers Goblin Gang Barbarians Minion Horde
Zap
Fire Spirit Archers Goblin Gang Minion Horde Royal Giant
Barbarian Barrel
Fire Spirit Archers Knight Goblin Gang Barbarians
The Log
Fire Spirit Archers Goblin Gang Barbarians Royal Giant
Earthquake
Archers Goblin Gang Barbarians
Arrows
Fire Spirit Archers Goblin Gang Minion Horde
Royal Delivery
Fire Spirit Archers Knight Goblin Gang Barbarians Minion Horde
Fireball
Archers Goblin Gang Barbarians Minion Horde
Poison
Archers Goblin Gang Barbarians Minion Horde
Lightning
Knight
Rocket
Barbarians Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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

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 Goblin Gang Barbarians Minion Horde

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 Zap Archers Knight Goblin Gang Barbarians Minion Horde Royal Giant

Shortest cycle

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

9 Fire Spirit Zap Archers Knight

Attack Synergies 3 10

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
Zap
Fire Spirit Archers Knight Minion Horde Royal Giant
Archers
Knight Zap Royal Giant
Knight
Archers Goblin Gang Fire Spirit Zap Minion Horde
Goblin Gang
Knight Royal Giant
Barbarians
Minion Horde
Zap Knight Royal Giant
Royal Giant
Fire Spirit Zap Archers Goblin Gang Minion Horde

Defense Synergies 3 10

Fire Spirit
Knight Zap
Zap
Fire Spirit Archers Knight Goblin Gang Barbarians Minion Horde
Archers
Knight Zap Goblin Gang
Knight
Fire Spirit Archers Goblin Gang Zap Minion Horde
Goblin Gang
Knight Zap Archers Barbarians
Barbarians
Zap Goblin Gang Minion Horde
Minion Horde
Zap Knight Barbarians
Royal Giant

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 Minion Horde
Barbarians Minion Horde Zap Knight Goblin Gang
Goblin Gang Barbarians Minion Horde Fire Spirit Archers Knight
Barbarians Minion Horde Knight Goblin Gang
Barbarians
Goblin Gang Fire Spirit Zap Archers
Minion Horde Fire Spirit Zap Archers Goblin Gang
Zap Barbarians
Barbarians Minion Horde Goblin Gang
Knight Goblin Gang Fire Spirit Archers Barbarians Minion Horde
Archers Goblin Gang Barbarians Minion Horde Zap Knight
Minion Horde Zap Archers Goblin Gang
Barbarians Minion Horde Fire Spirit Zap Knight Goblin Gang
Fire Spirit Zap Goblin Gang Barbarians Minion Horde
Barbarians Knight Goblin Gang Minion Horde
Barbarians Minion Horde Zap Goblin Gang
Barbarians Minion Horde Knight Goblin Gang
Fire Spirit Zap Archers Knight Goblin Gang Barbarians Minion Horde
Zap Fire Spirit Archers Knight Barbarians
Barbarians
Goblin Gang Fire Spirit Archers Knight Barbarians Minion Horde

Counters to secondary win conditions

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

Knight Goblin Gang Barbarians Zap Archers
Zap Archers Knight Goblin Gang
Goblin Gang Barbarians Zap Knight Minion Horde
Goblin Gang Zap Knight Barbarians Minion Horde
Barbarians Knight Goblin Gang Minion Horde
Fire Spirit Zap Archers Goblin Gang Minion Horde
Goblin Gang Archers Knight Barbarians Minion Horde
Knight Barbarians Minion Horde
Zap Minion Horde Knight Barbarians
Goblin Gang Barbarians Minion Horde
Knight Barbarians Minion Horde
Zap Barbarians
Barbarians Knight Goblin Gang Minion Horde
Archers Barbarians Minion Horde
Goblin Gang Barbarians Zap Archers Knight Minion Horde
Zap Archers Barbarians Minion Horde

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 Minion Horde
Zap
Minion Horde
Knight Barbarians
Fire Spirit Zap Minion Horde
Fire Spirit Zap Minion Horde
Fire Spirit Archers Minion Horde
Fire Spirit Zap
Zap
Fire Spirit Goblin Gang Minion Horde
Zap Knight Minion Horde
Fire Spirit Zap Archers
Fire Spirit Knight
Minion Horde
Zap
Zap Minion Horde
Minion Horde
Minion Horde
Fire Spirit Zap Archers
Fire Spirit Zap
Minion Horde
Zap Barbarians Minion Horde
Zap Fire Spirit
Minion Horde
Zap
Zap
Zap
Fire Spirit Zap Archers Minion Horde
Zap Minion Horde
Minion Horde
Zap Minion Horde
Zap Minion Horde
Minion Horde
Zap Minion Horde Fire Spirit Archers Goblin Gang Barbarians
Fire Spirit Zap Archers
Knight Goblin Gang Minion Horde
Zap
Zap
Minion Horde
Zap Goblin Gang Minion Horde
Zap
Zap

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