My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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

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 Battle Ram Bowler Bandit

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Arrows

Punishments

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

Battle Ram 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 Barbarians Battle Ram 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 Battle Ram Bandit
Giant Snowball
Fire Spirit Archers Barbarians Battle Ram
Zap
Fire Spirit Archers Battle Ram Bandit
Barbarian Barrel
Fire Spirit Archers Barbarians Battle Ram Bandit
The Log
Fire Spirit Archers Barbarians Battle Ram Bandit
Earthquake
Archers Barbarians
Arrows
Fire Spirit Archers
Royal Delivery
Fire Spirit Archers Barbarians Battle Ram Bowler Bandit
Fireball
Archers Barbarians Battle Ram Bowler Bandit
Poison
Archers Barbarians
Lightning
Battle Ram Bowler Bandit
Rocket
Barbarians Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Bowler

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 Arrows Battle Ram Bowler

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 Barbarians

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 Arrows Bandit Battle Ram Barbarians Bowler

Shortest cycle

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

9 Fire Spirit Zap Archers Arrows

Attack Synergies 3 14

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 Battle Ram Bowler Bandit
Zap
Arrows Battle Ram Fire Spirit Archers Bowler Bandit
Archers
Zap Arrows Battle Ram Bowler Bandit
Arrows
Zap Archers Battle Ram Bowler Bandit
Barbarians
Battle Ram
Zap Bandit Fire Spirit Archers Arrows
Bowler
Fire Spirit Zap Archers Arrows
Bandit
Battle Ram Fire Spirit Zap Archers Arrows

Defense Synergies 0 12

Fire Spirit
Zap
Zap
Fire Spirit Archers Arrows Barbarians Bowler Bandit
Archers
Zap Bowler Bandit
Arrows
Zap Barbarians Bowler Bandit
Barbarians
Zap Arrows
Battle Ram
Bowler
Zap Archers Arrows Bandit
Bandit
Zap Archers Arrows Bowler

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.

Bowler Zap
Barbarians Zap Bandit
Barbarians Bowler Fire Spirit Archers Bandit
Barbarians Bowler Bandit
Arrows Barbarians Bowler
Arrows Bowler Fire Spirit Zap Archers Bandit
Fire Spirit Zap Archers Arrows
Bowler Zap Arrows Barbarians Bandit
Barbarians
Fire Spirit Archers Barbarians Bowler Bandit
Archers Barbarians Zap Arrows Bowler Bandit
Arrows Zap Archers
Barbarians Bowler Fire Spirit Zap Bandit
Fire Spirit Bowler Zap Arrows Barbarians
Barbarians Bandit
Barbarians Zap Bowler Bandit
Barbarians Arrows Bowler
Fire Spirit Arrows Zap Archers Barbarians Bowler Bandit
Zap Arrows Fire Spirit Archers Barbarians Bowler Bandit
Barbarians
Bowler Fire Spirit Archers Arrows Barbarians Bandit

Counters to secondary win conditions

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

Barbarians Zap Archers Bowler Bandit
Bandit Zap Archers Arrows Bowler
Barbarians Bandit Zap Bowler
Bowler Zap Barbarians Bandit
Barbarians Bowler Bandit
Fire Spirit Arrows Zap Archers
Archers Barbarians Bowler Bandit
Barbarians
Zap Barbarians Bandit
Barbarians
Barbarians Bowler
Zap Arrows Barbarians Bowler
Barbarians Bowler Bandit
Archers Barbarians Bowler
Barbarians Zap Archers Bowler
Arrows Bowler Zap Archers Barbarians

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 Bandit
Arrows Zap Bowler Bandit
Arrows Bandit
Arrows Barbarians
Fire Spirit Zap Arrows Bowler
Arrows Fire Spirit Zap
Fire Spirit Archers Arrows Bowler
Arrows Fire Spirit Zap Bowler
Arrows Zap Bandit
Fire Spirit Bowler
Zap Arrows Bowler Bandit
Fire Spirit Zap Archers Arrows
Fire Spirit Bowler Bandit
Arrows Bandit
Zap Arrows
Zap Arrows Bowler Bandit
Arrows Bowler Bandit
Arrows
Fire Spirit Zap Archers Arrows Bowler Bandit
Fire Spirit Zap Arrows Bowler
Bowler
Arrows
Bowler
Zap Arrows Barbarians
Zap Arrows Fire Spirit Bowler
Arrows Zap Bowler Bandit
Zap Arrows Bowler Bandit
Zap Arrows Bandit
Fire Spirit Zap Archers Arrows
Zap
Bowler
Zap Arrows Bandit
Zap Arrows
Arrows Bowler
Zap Fire Spirit Archers Barbarians Bandit
Fire Spirit Zap Archers Arrows
Arrows
Bowler
Arrows Zap Bowler
Zap Arrows
Zap Bowler
Zap
Zap Bowler Bandit

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