My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Great!
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 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!
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

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 Giant

Offensive cards

Win conditions

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

Giant Graveyard

Damage spells

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

Giant Snowball Arrows

Punishments

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

Giant Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Fire Spirit Goblins Barbarians Giant

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.

Graveyard

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 Giant Graveyard
Giant Snowball
Fire Spirit Goblins Archers Barbarians Graveyard
Zap
Fire Spirit Goblins Archers Graveyard
Barbarian Barrel
Fire Spirit Goblins Archers Barbarians Graveyard
The Log
Fire Spirit Goblins Archers Barbarians Graveyard
Earthquake
Archers Barbarians Graveyard
Arrows
Fire Spirit Goblins Archers Graveyard
Royal Delivery
Fire Spirit Goblins Archers Barbarians Graveyard
Fireball
Archers Barbarians
Poison
Archers Barbarians Graveyard
Lightning
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Giant Snowball Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Giant Snowball Arrows

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

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.

Graveyard

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 Goblins 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 Goblins Giant Snowball Archers Arrows Barbarians Giant Graveyard

Shortest cycle

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

8 Fire Spirit Goblins Giant Snowball Archers

Attack Synergies 4 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
Giant Snowball Giant
Goblins
Archers Giant
Giant Snowball
Graveyard Fire Spirit Archers Barbarians Giant
Archers
Goblins Giant Snowball Arrows Giant Graveyard
Arrows
Giant Graveyard Archers
Barbarians
Giant Snowball
Giant
Arrows Graveyard Fire Spirit Goblins Giant Snowball Archers
Graveyard
Giant Snowball Arrows Giant Archers

Defense Synergies 0 6

Fire Spirit
Giant Snowball
Goblins
Giant Snowball Archers
Giant Snowball
Fire Spirit Goblins Archers Barbarians
Archers
Goblins Giant Snowball
Arrows
Barbarians
Barbarians
Giant Snowball Arrows
Giant
Graveyard

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.

Barbarians Goblins
Barbarians Fire Spirit Goblins Giant Snowball Archers
Barbarians Goblins
Arrows Barbarians
Arrows Fire Spirit Goblins Giant Snowball Archers
Giant Snowball Fire Spirit Archers Arrows
Arrows Barbarians
Barbarians Goblins
Fire Spirit Goblins Giant Snowball Archers Barbarians
Goblins Archers Barbarians Giant Snowball Arrows
Arrows Giant Snowball Archers
Barbarians Fire Spirit Giant Snowball
Fire Spirit Goblins Giant Snowball Arrows Barbarians
Barbarians
Barbarians Giant Snowball
Barbarians Goblins Arrows
Fire Spirit Arrows Goblins Giant Snowball Archers Barbarians
Giant Snowball Arrows Fire Spirit Archers Barbarians
Barbarians
Fire Spirit Goblins Giant Snowball Archers Arrows Barbarians

Counters to secondary win conditions

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

Barbarians Goblins Giant Snowball Archers
Giant Snowball Archers Arrows
Barbarians Goblins
Barbarians
Barbarians
Fire Spirit Arrows Giant Snowball Archers
Goblins Archers Barbarians
Barbarians
Goblins Giant Snowball Barbarians
Barbarians
Barbarians
Giant Snowball Arrows Barbarians
Barbarians
Archers Barbarians
Barbarians Goblins Archers
Arrows Giant Snowball 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
Arrows Giant Snowball
Arrows
Arrows Barbarians
Fire Spirit Giant Snowball Arrows
Arrows Fire Spirit Giant Snowball
Fire Spirit Archers Arrows
Arrows Fire Spirit Giant Snowball
Arrows Giant Snowball
Fire Spirit Goblins Giant Snowball
Arrows
Fire Spirit Giant Snowball Archers Arrows
Fire Spirit Giant Snowball
Arrows
Giant Snowball Arrows
Giant Snowball Arrows
Arrows
Giant Snowball Arrows
Fire Spirit Giant Snowball Archers Arrows
Fire Spirit Giant Snowball Arrows
Giant Snowball Arrows
Giant Snowball Arrows Barbarians
Giant Snowball Arrows Fire Spirit
Arrows Giant Snowball
Giant Snowball Arrows
Arrows
Fire Spirit Giant Snowball Archers Arrows
Giant Snowball
Giant Snowball
Giant Snowball Arrows
Giant Snowball Arrows
Giant Snowball Arrows
Fire Spirit Archers Barbarians
Fire Spirit Giant Snowball Archers Arrows
Arrows
Arrows Giant Snowball
Giant Snowball Arrows
Giant Snowball
Giant Snowball
Giant Snowball

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