My Best Clash Royale Deck

Deck Check Rating

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

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!

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 Witch

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.

Archers Knight Witch

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Fireball The Log

Punishments

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

Mortar

Pump responses

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

Fireball

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

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 Snowball
Fire Spirit Archers Witch
Zap
Fire Spirit Archers Mortar Witch
Barbarian Barrel
Fire Spirit Archers Knight Mortar Witch
The Log
Fire Spirit Archers Witch
Earthquake
Archers Mortar Witch
Arrows
Fire Spirit Archers Witch
Royal Delivery
Fire Spirit Archers Knight Witch
Fireball
Archers Mortar Witch
Poison
Archers Mortar Witch
Lightning
Knight Mortar Witch
Rocket
Mortar Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Mortar Fireball The Log

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 Knight

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.

Fireball

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 Fireball Witch

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 The Log Archers Arrows Knight Mortar Fireball Witch

Shortest cycle

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

9 Fire Spirit The Log Archers Arrows

Attack Synergies 3 12

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
Knight Mortar
Archers
Knight Arrows Mortar
Arrows
Fireball Archers Knight Mortar
Knight
Archers Mortar Fire Spirit Arrows Fireball Witch The Log
Mortar
Knight Fire Spirit Archers Arrows Fireball The Log
Fireball
Arrows Knight Mortar The Log
Witch
Knight
The Log
Knight Mortar Fireball

Defense Synergies 3 14

Fire Spirit
Knight The Log
Archers
Knight Mortar Witch The Log
Arrows
Knight Mortar Fireball
Knight
Fire Spirit Archers Arrows Mortar Fireball Witch The Log
Mortar
Archers Arrows Knight Fireball The Log
Fireball
The Log Arrows Knight Mortar
Witch
Archers Knight The Log
The Log
Fireball Fire Spirit Archers Knight Mortar Witch

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.

Knight Mortar Fireball The Log
Knight Mortar Witch The Log
Mortar Witch Fire Spirit Archers Knight
Witch Knight Mortar
Arrows Fireball The Log
Arrows Fireball The Log Fire Spirit Archers
Fire Spirit Archers Arrows Mortar Fireball Witch
Arrows Fireball The Log
Witch Mortar
Knight Fire Spirit Archers
Archers Witch Arrows Knight Fireball The Log
Arrows Archers Fireball Witch
Mortar Fire Spirit Knight Fireball Witch The Log
Fire Spirit Fireball Arrows Mortar Witch The Log
Knight Mortar
Mortar Fireball The Log
Arrows Knight Mortar Fireball Witch
Fire Spirit Arrows Mortar Fireball Archers Knight Witch The Log
Arrows Mortar Witch The Log Fire Spirit Archers Knight Fireball
Mortar
Fire Spirit Archers Arrows Knight Fireball Witch The Log

Counters to secondary win conditions

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

Knight Archers Fireball Witch
Fireball Archers Arrows Knight Mortar The Log
Knight Witch The Log
Knight Fireball The Log
Knight Witch
Fire Spirit Arrows Fireball Archers Witch
Archers Knight Fireball Witch
Knight
Knight Mortar Fireball Witch The Log
Witch
Knight Witch
Arrows Fireball The Log
Knight Fireball Witch
Archers Fireball Witch
Witch Archers Knight Mortar Fireball The Log
Arrows Archers Fireball Witch The Log

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.)

Fireball Arrows Knight Mortar The Log
Arrows Mortar Fireball The Log
Arrows Fireball The Log
Arrows Knight Fireball The Log
Fireball Fire Spirit Arrows Mortar The Log
Arrows Fireball Fire Spirit Witch
Fire Spirit Archers Arrows Mortar Witch The Log
Arrows Fireball The Log Fire Spirit
Arrows Fireball The Log Mortar
Fire Spirit Fireball
Arrows Knight Mortar Fireball The Log
Fireball Fire Spirit Archers Arrows
Fire Spirit Knight Mortar Fireball The Log
Arrows Mortar Fireball
Arrows Mortar Fireball The Log
Arrows Mortar Fireball Witch The Log
Arrows Mortar Fireball The Log
Arrows Mortar Fireball
Fire Spirit Archers Arrows Mortar Fireball The Log
Fire Spirit Arrows Mortar Fireball Witch The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Mortar Fireball The Log
Arrows The Log Fire Spirit Mortar Fireball Witch
Witch
Arrows Mortar Fireball The Log Witch
Fireball Arrows Mortar Witch The Log
Fireball Arrows Mortar The Log
Fire Spirit Archers Arrows Fireball Witch
Fireball Witch
Fireball
Arrows Mortar Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Fire Spirit Archers Fireball Witch
Fireball Fire Spirit Archers Arrows Witch
Arrows The Log Fireball
Fireball Knight
Arrows The Log Mortar Fireball
Arrows Fireball
Fireball Witch The Log
Fireball Witch
Mortar Fireball Witch The Log

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