My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
RIP
Versatility
Good
F2P score
RIP

1 warnings Why?

Deck tips

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

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!

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 Elixir Collector Monk

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Tornado Void

Punishments

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

Goblin Barrel

Pump responses

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

Elixir Collector Goblin Barrel Void

Dropped at the bridge

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

Fire Spirit

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.

Goblin Barrel Monk

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 Barrel
Giant Snowball
Fire Spirit Archers Goblin Barrel
Zap
Fire Spirit Archers Goblin Barrel
Barbarian Barrel
Fire Spirit Archers Goblin Barrel
The Log
Fire Spirit Archers Goblin Barrel
Earthquake
Archers Elixir Collector Goblin Barrel
Arrows
Fire Spirit Archers Goblin Barrel
Royal Delivery
Fire Spirit Archers Goblin Barrel
Fireball
Archers Elixir Collector Goblin Barrel
Poison
Archers Elixir Collector
Lightning
Elixir Collector Monk
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Tornado

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 Elixir Collector Tornado

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.

Goblin Barrel

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 Barrel

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Fire Spirit Archers Goblin Barrel Tornado Void Monk Elixir Collector

Shortest cycle

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

7 Mirror Fire Spirit Archers Goblin Barrel

Attack Synergies 1 2

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
Goblin Barrel
Archers
Elixir Collector
Mirror
Goblin Barrel Tornado
Goblin Barrel
Mirror Fire Spirit
Tornado
Mirror
Void
Monk

Defense Synergies 1 2

Fire Spirit
Tornado
Archers
Tornado
Elixir Collector
Mirror
Tornado
Goblin Barrel
Tornado
Mirror Fire Spirit Archers
Void
Monk

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.

Void
Monk
Tornado Fire Spirit Archers Void
Monk
Tornado Monk
Tornado Fire Spirit Archers
Tornado Fire Spirit Archers Void
Void Monk
Tornado
Tornado Fire Spirit Archers
Archers Tornado
Archers Tornado
Fire Spirit
Fire Spirit Tornado
Tornado Monk
Tornado
Fire Spirit Archers Tornado
Tornado Fire Spirit Archers
Tornado
Fire Spirit Archers

Counters to secondary win conditions

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

Archers Void
Void Archers Monk
Tornado Monk
Fire Spirit Archers Tornado Monk
Archers Void
Void Tornado Monk
Monk Tornado Void
Archers
Archers Tornado Monk
Archers
Void

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.)

Void Monk
Void Monk Tornado
Void
Void
Fire Spirit
Fire Spirit Tornado Monk
Fire Spirit Archers Tornado
Fire Spirit Tornado
Void Monk Tornado
Fire Spirit Tornado Void
Void Monk Tornado
Void Monk Fire Spirit Archers Tornado
Fire Spirit Void
Void Monk
Monk Tornado
Void Fire Spirit Archers Monk
Fire Spirit Tornado Monk
Void Monk
Tornado Void
Void Tornado Monk
Void Monk
Tornado Fire Spirit
Void Tornado Monk
Void Tornado Monk
Void Tornado
Fire Spirit Archers Tornado
Void
Void
Void
Void Monk
Monk
Fire Spirit Archers Void
Fire Spirit Archers Tornado Monk
Void
Void Monk Tornado
Tornado
Tornado Void
Void Tornado Monk

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