My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
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 Minions Executioner

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.

Knight Royal Giant Executioner

Offensive cards

Win conditions

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

Mortar 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.

Mortar 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 Mortar Barbarians 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
Minions Royal Giant
Giant Snowball
Fire Spirit Minions Barbarians
Zap
Fire Spirit Minions Mortar Royal Giant
Barbarian Barrel
Fire Spirit Knight Mortar Barbarians Executioner
The Log
Fire Spirit Barbarians Royal Giant
Earthquake
Mortar Barbarians
Arrows
Fire Spirit Minions
Royal Delivery
Fire Spirit Knight Minions Barbarians Executioner
Fireball
Minions Mortar Barbarians Executioner
Poison
Minions Mortar Barbarians Executioner
Lightning
Knight Mortar Executioner
Rocket
Mortar Barbarians Executioner

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Mortar Executioner

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 Executioner

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 Minions 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 Knight Minions Mortar Barbarians Executioner Royal Giant

Shortest cycle

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

9 Fire Spirit Zap Knight Minions

Attack Synergies 6 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 Mortar
Zap
Fire Spirit Knight Minions Mortar Royal Giant Executioner
Knight
Minions Mortar Executioner Fire Spirit Zap
Minions
Knight Royal Giant Zap Mortar
Mortar
Knight Royal Giant Fire Spirit Zap Minions
Barbarians
Royal Giant
Fire Spirit Minions Mortar Zap Executioner
Executioner
Knight Zap Royal Giant

Defense Synergies 3 8

Fire Spirit
Knight Zap
Zap
Fire Spirit Knight Minions Mortar Barbarians Executioner
Knight
Fire Spirit Minions Executioner Zap Mortar
Minions
Knight Zap Mortar
Mortar
Zap Knight Minions
Barbarians
Zap
Royal Giant
Executioner
Knight Zap

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 Minions Mortar Executioner
Barbarians Zap Knight Minions Mortar Executioner
Mortar Barbarians Fire Spirit Knight Minions Executioner
Barbarians Knight Minions Mortar
Barbarians
Fire Spirit Zap Minions Executioner
Minions Fire Spirit Zap Mortar Executioner
Zap Barbarians
Barbarians Minions Mortar
Knight Fire Spirit Barbarians
Minions Barbarians Executioner Zap Knight
Minions Executioner Zap
Mortar Barbarians Fire Spirit Zap Knight Minions
Fire Spirit Executioner Zap Minions Mortar Barbarians
Barbarians Knight Mortar
Barbarians Zap Mortar
Barbarians Knight Minions Mortar Executioner
Fire Spirit Mortar Zap Knight Minions Barbarians Executioner
Zap Mortar Executioner Fire Spirit Knight Minions Barbarians
Barbarians Mortar
Fire Spirit Knight Minions Barbarians Executioner

Counters to secondary win conditions

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

Knight Barbarians Zap
Zap Knight Mortar Executioner
Barbarians Zap Knight Minions
Zap Knight Barbarians
Barbarians Knight Executioner
Fire Spirit Executioner Zap Minions
Knight Minions Barbarians
Knight Barbarians
Zap Knight Minions Mortar Barbarians
Barbarians
Knight Minions Barbarians
Zap Barbarians
Barbarians Knight Executioner
Barbarians Executioner
Barbarians Zap Knight Minions Mortar Executioner
Minions Executioner Zap 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.)

Knight Mortar
Mortar Zap Executioner
Knight Barbarians
Executioner Fire Spirit Zap Mortar
Executioner Fire Spirit Zap Minions
Fire Spirit Mortar Executioner
Fire Spirit Zap Executioner
Zap Mortar
Fire Spirit Minions
Zap Knight Mortar
Fire Spirit Zap Executioner
Fire Spirit Knight Mortar Executioner
Minions Mortar
Zap Mortar
Zap Mortar Executioner
Mortar Executioner
Mortar
Minions
Fire Spirit Zap Mortar Executioner
Fire Spirit Zap Mortar
Minions
Zap Mortar Barbarians
Zap Fire Spirit Mortar Executioner
Mortar Zap Executioner
Zap Mortar
Zap Mortar
Fire Spirit Zap Executioner
Zap Minions
Zap Mortar
Zap
Zap Fire Spirit Minions Barbarians
Fire Spirit Zap Executioner
Knight Executioner
Zap Mortar Executioner
Zap
Executioner
Zap Minions
Zap Executioner
Zap Mortar Executioner

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: