My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
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 Goblin Gang Mega Minion

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Knight Royal Giant Mega Minion

Offensive cards

Win conditions

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

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.

Goblin Gang 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 Goblin Gang 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
Archers Goblin Gang Royal Giant
Giant Snowball
Fire Spirit Archers Cannon Goblin Gang Mega Minion
Zap
Fire Spirit Archers Cannon Goblin Gang Royal Giant
Barbarian Barrel
Fire Spirit Archers Knight Cannon Goblin Gang
The Log
Fire Spirit Archers Cannon Goblin Gang Royal Giant
Earthquake
Archers Cannon Goblin Gang
Arrows
Fire Spirit Archers Goblin Gang
Royal Delivery
Fire Spirit Archers Knight Goblin Gang Mega Minion
Fireball
Archers Cannon Goblin Gang Mega Minion
Poison
Archers Cannon Goblin Gang Mega Minion
Lightning
Knight Cannon Mega Minion
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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 Mega Minion

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 Goblin Gang

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 Knight Cannon Goblin Gang Mega Minion Royal Giant

Shortest cycle

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

9 Fire Spirit Zap Archers Knight

Attack Synergies 5 9

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 Mega Minion
Zap
Mega Minion Fire Spirit Archers Knight Royal Giant
Archers
Knight Zap Royal Giant
Knight
Archers Goblin Gang Mega Minion Fire Spirit Zap
Cannon
Goblin Gang
Knight Royal Giant
Royal Giant
Fire Spirit Zap Archers Goblin Gang Mega Minion
Mega Minion
Zap Knight Fire Spirit Royal Giant

Defense Synergies 7 9

Fire Spirit
Knight Zap
Zap
Cannon Mega Minion Fire Spirit Archers Knight Goblin Gang
Archers
Knight Zap Cannon Goblin Gang Mega Minion
Knight
Fire Spirit Archers Cannon Goblin Gang Mega Minion Zap
Cannon
Zap Knight Archers Goblin Gang Mega Minion
Goblin Gang
Knight Zap Archers Cannon
Royal Giant
Mega Minion
Zap Knight Archers Cannon

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 Cannon Mega Minion
Zap Knight Cannon Goblin Gang Mega Minion
Cannon Goblin Gang Fire Spirit Archers Knight Mega Minion
Cannon Knight Goblin Gang Mega Minion
Goblin Gang Fire Spirit Zap Archers Cannon Mega Minion
Mega Minion Fire Spirit Zap Archers Cannon Goblin Gang
Zap Cannon
Cannon Goblin Gang
Knight Goblin Gang Fire Spirit Archers Cannon
Archers Goblin Gang Zap Knight Cannon Mega Minion
Mega Minion Zap Archers Goblin Gang
Cannon Fire Spirit Zap Knight Goblin Gang
Fire Spirit Zap Cannon Goblin Gang Mega Minion
Knight Cannon Goblin Gang
Zap Cannon Goblin Gang
Knight Cannon Goblin Gang
Fire Spirit Cannon Zap Archers Knight Goblin Gang Mega Minion
Zap Fire Spirit Archers Knight Cannon Mega Minion
Cannon
Goblin Gang Fire Spirit Archers Knight Cannon

Counters to secondary win conditions

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

Knight Goblin Gang Zap Archers
Zap Archers Knight Goblin Gang Mega Minion
Goblin Gang Zap Knight
Goblin Gang Zap Knight
Knight Cannon Goblin Gang
Fire Spirit Zap Archers Goblin Gang
Goblin Gang Archers Knight Mega Minion
Knight
Zap Knight Mega Minion
Cannon Goblin Gang Mega Minion
Knight Mega Minion
Zap
Knight Cannon Goblin Gang
Archers Cannon
Goblin Gang Zap Archers Knight Mega Minion
Zap Archers Cannon Mega Minion
Cannon

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
Zap
Knight
Fire Spirit Zap
Fire Spirit Zap Mega Minion
Fire Spirit Archers
Fire Spirit Zap
Zap
Fire Spirit Goblin Gang
Zap Knight
Fire Spirit Zap Archers
Fire Spirit Knight
Zap
Zap
Fire Spirit Zap Archers Mega Minion
Fire Spirit Zap
Zap
Zap Fire Spirit
Mega Minion
Zap
Zap
Zap
Fire Spirit Zap Archers
Zap Mega Minion
Mega Minion
Zap
Zap
Zap Fire Spirit Archers Goblin Gang
Fire Spirit Zap Archers Mega Minion
Knight Goblin Gang Mega Minion
Zap
Zap
Mega Minion
Zap Goblin Gang
Zap
Zap

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