My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Archers Minions Goblin Gang

Defensive buildings

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

Mortar

Investments

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

Archers

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Fireball The Log

Punishments

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

Goblin Gang Mortar Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Goblin Gang Mortar Hog 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.

Hog 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
Archers Minions Goblin Gang Hog Rider
Giant Snowball
Fire Spirit Archers Minions Goblin Gang Hog Rider
Zap
Fire Spirit Archers Minions Goblin Gang Mortar
Barbarian Barrel
Fire Spirit Archers Goblin Gang Mortar
The Log
Fire Spirit Archers Goblin Gang Hog Rider
Earthquake
Archers Goblin Gang Mortar Hog Rider
Arrows
Fire Spirit Archers Minions Goblin Gang
Royal Delivery
Fire Spirit Archers Minions Goblin Gang Hog Rider
Fireball
Archers Minions Goblin Gang Mortar Hog Rider
Poison
Archers Minions Goblin Gang Mortar
Lightning
Mortar
Rocket
Mortar Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Mortar Fireball 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

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.

Fireball

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 Minions Goblin Gang Fireball

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 The Log Archers Minions Goblin Gang Mortar Fireball Hog Rider

Shortest cycle

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

9 Fire Spirit The Log Archers Minions

Attack Synergies 5 9

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
Hog Rider Mortar
Archers
Mortar Hog Rider
Minions
Hog Rider Mortar
Goblin Gang
Hog Rider Mortar
Mortar
Fire Spirit Archers Minions Goblin Gang Fireball Hog Rider The Log
Fireball
Hog Rider Mortar The Log
Hog Rider
Fire Spirit Minions Goblin Gang Fireball The Log Archers Mortar
The Log
Hog Rider Mortar Fireball

Defense Synergies 1 11

Fire Spirit
The Log
Archers
Minions Goblin Gang Mortar The Log
Minions
Archers Mortar The Log
Goblin Gang
Archers Mortar The Log
Mortar
Archers Minions Goblin Gang Fireball The Log
Fireball
The Log Mortar
Hog Rider
The Log
Fireball Fire Spirit Archers Minions Goblin Gang Mortar

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.

Minions Mortar Fireball The Log
Minions Goblin Gang Mortar The Log
Goblin Gang Mortar Fire Spirit Archers Minions
Minions Goblin Gang Mortar
Fireball The Log
Goblin Gang Fireball The Log Fire Spirit Archers Minions
Minions Fire Spirit Archers Goblin Gang Mortar Fireball
Fireball The Log
Minions Goblin Gang Mortar
Goblin Gang Fire Spirit Archers
Archers Minions Goblin Gang Fireball The Log
Minions Archers Goblin Gang Fireball
Mortar Fire Spirit Minions Goblin Gang Fireball The Log
Fire Spirit Fireball Minions Goblin Gang Mortar The Log
Goblin Gang Mortar
Goblin Gang Mortar Fireball The Log
Minions Goblin Gang Mortar Fireball
Fire Spirit Mortar Fireball Archers Minions Goblin Gang The Log
Mortar The Log Fire Spirit Archers Minions Fireball
Mortar
Goblin Gang Fire Spirit Archers Minions Fireball The Log

Counters to secondary win conditions

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

Goblin Gang Archers Fireball
Fireball Archers Goblin Gang Mortar The Log
Goblin Gang Minions The Log
Goblin Gang Fireball The Log
Goblin Gang
Fire Spirit Fireball Archers Minions Goblin Gang
Goblin Gang Archers Minions Fireball
Minions Mortar Fireball The Log
Goblin Gang
Minions
Fireball The Log
Goblin Gang Fireball
Archers Fireball
Goblin Gang Archers Minions Mortar Fireball The Log
Minions Archers Fireball 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.)

Fireball Mortar The Log
Mortar Fireball The Log
Fireball The Log
Fireball The Log
Fireball Fire Spirit Mortar The Log
Fireball Fire Spirit Minions
Fire Spirit Archers Mortar The Log
Fireball The Log Fire Spirit
Fireball The Log Mortar
Fire Spirit Minions Goblin Gang Fireball
Mortar Fireball The Log
Fireball Fire Spirit Archers
Fire Spirit Mortar Fireball The Log
Minions Mortar Fireball
Mortar Fireball The Log
Mortar Fireball The Log
Mortar Fireball The Log
Mortar Fireball
Minions
Fire Spirit Archers Mortar Fireball The Log
Fire Spirit Mortar Fireball The Log
Minions Fireball The Log
Fireball
The Log
Mortar Fireball The Log
The Log Fire Spirit Mortar Fireball
Mortar Fireball The Log
Fireball Mortar The Log
Fireball Mortar The Log
Fire Spirit Archers Fireball
Minions Fireball
Fireball
Mortar Fireball The Log
Fireball
Fireball The Log
Fire Spirit Archers Minions Goblin Gang Fireball
Fireball Fire Spirit Archers
The Log Fireball
Fireball Goblin Gang
The Log Mortar Fireball
Fireball
Minions Goblin Gang Fireball The Log
Fireball
Mortar Fireball The Log

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