My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
Mediocre

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 Zappies Wizard Executioner

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 Zappies Wizard Executioner

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Freeze

Punishments

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

Hog Rider

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 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 Hog Rider Skeleton Army
Giant Snowball
Fire Spirit Archers Hog Rider Zappies Skeleton Army
Zap
Fire Spirit Archers Zappies Skeleton Army
Barbarian Barrel
Fire Spirit Archers Zappies Wizard Skeleton Army Executioner
The Log
Fire Spirit Archers Hog Rider Zappies Skeleton Army
Earthquake
Archers Hog Rider Zappies Skeleton Army
Arrows
Fire Spirit Archers Zappies Skeleton Army
Royal Delivery
Fire Spirit Archers Hog Rider Zappies Wizard Skeleton Army Executioner
Fireball
Archers Hog Rider Zappies Wizard Skeleton Army Executioner
Poison
Archers Zappies Wizard Skeleton Army Executioner
Lightning
Wizard Executioner
Rocket
Hog Rider Wizard Executioner

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Freeze Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Freeze 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 Skeleton Army Freeze 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.

Skeleton Army

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 Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Archers Skeleton Army Hog Rider Zappies Freeze Wizard Executioner

Shortest cycle

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

11 Fire Spirit Archers Skeleton Army Hog Rider

Attack Synergies 2 4

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
Archers
Hog Rider
Hog Rider
Fire Spirit Freeze Archers Zappies Wizard Executioner
Zappies
Hog Rider
Wizard
Hog Rider
Skeleton Army
Freeze
Hog Rider
Executioner
Hog Rider

Defense Synergies 0 6

Fire Spirit
Archers
Skeleton Army
Hog Rider
Zappies
Skeleton Army
Wizard
Skeleton Army Freeze
Skeleton Army
Archers Zappies Wizard Freeze Executioner
Freeze
Wizard Skeleton Army
Executioner
Skeleton Army

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.

Zappies Wizard Executioner
Skeleton Army Zappies Executioner
Skeleton Army Fire Spirit Archers Zappies Freeze Executioner
Skeleton Army Zappies
Skeleton Army
Skeleton Army Freeze Fire Spirit Archers Zappies Executioner
Fire Spirit Archers Zappies Wizard Freeze Executioner
Zappies Skeleton Army
Skeleton Army Fire Spirit Archers Zappies
Archers Skeleton Army Executioner Zappies Wizard Freeze
Executioner Archers Zappies Wizard
Skeleton Army Fire Spirit Zappies Wizard Freeze
Fire Spirit Wizard Skeleton Army Executioner Zappies Freeze
Skeleton Army Zappies
Skeleton Army Zappies Freeze
Wizard Zappies Skeleton Army Executioner
Fire Spirit Archers Zappies Wizard Skeleton Army Executioner
Wizard Freeze Executioner Fire Spirit Archers Zappies
Zappies
Wizard Skeleton Army Fire Spirit Archers Zappies Executioner

Counters to secondary win conditions

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

Skeleton Army Archers Zappies
Archers Wizard Executioner
Zappies Skeleton Army
Skeleton Army Zappies
Zappies Skeleton Army Executioner
Fire Spirit Wizard Executioner Archers Zappies Freeze
Skeleton Army Archers Zappies
Zappies Skeleton Army
Freeze Zappies Skeleton Army
Zappies Skeleton Army
Zappies
Skeleton Army
Skeleton Army Zappies Wizard Executioner
Wizard Archers Zappies Skeleton Army Executioner
Zappies Skeleton Army Archers Freeze Executioner
Executioner Archers Zappies Wizard Freeze

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.)

Freeze
Executioner
Freeze
Wizard Executioner Fire Spirit
Wizard Executioner Fire Spirit Freeze
Fire Spirit Archers Wizard Executioner
Fire Spirit Wizard Freeze Executioner
Wizard
Fire Spirit
Wizard
Fire Spirit Archers Wizard Executioner
Fire Spirit Executioner
Freeze
Wizard Executioner
Wizard Executioner
Freeze
Fire Spirit Archers Wizard Executioner
Fire Spirit Wizard
Wizard
Freeze Fire Spirit Wizard Executioner
Wizard Executioner
Wizard
Fire Spirit Archers Wizard Executioner
Zappies Wizard Freeze
Wizard
Zappies Freeze
Wizard
Fire Spirit Archers Zappies Skeleton Army Freeze
Fire Spirit Archers Zappies Wizard Executioner
Freeze
Wizard Executioner
Wizard Executioner
Executioner
Zappies Freeze
Zappies Executioner
Freeze Executioner

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: