My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Minions

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.

Bomber Archers Giant

Offensive cards

Win conditions

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

Giant Royal Hogs

Damage spells

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

Arrows

Punishments

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

Giant Royal Hogs

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 Giant Royal Hogs

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.

Royal Hogs

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
Bomber Archers Minions Giant Royal Hogs Skeleton Army
Giant Snowball
Fire Spirit Bomber Archers Minions Royal Hogs Skeleton Army
Zap
Fire Spirit Bomber Archers Minions Royal Hogs Skeleton Army
Barbarian Barrel
Fire Spirit Bomber Archers Royal Hogs Skeleton Army
The Log
Fire Spirit Bomber Archers Royal Hogs Skeleton Army
Earthquake
Bomber Archers Royal Hogs Skeleton Army
Arrows
Fire Spirit Bomber Archers Minions Royal Hogs Skeleton Army
Royal Delivery
Fire Spirit Bomber Archers Minions Royal Hogs Skeleton Army
Fireball
Bomber Archers Minions Royal Hogs Skeleton Army
Poison
Bomber Archers Minions Royal Hogs Skeleton Army
Lightning
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber 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 Skeleton Army

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 Minions

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 Bomber Archers Arrows Minions Skeleton Army Giant Royal Hogs

Shortest cycle

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

9 Fire Spirit Bomber Archers Arrows

Attack Synergies 4 8

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 Royal Hogs
Bomber
Giant Minions Royal Hogs
Archers
Arrows Giant Royal Hogs
Arrows
Giant Royal Hogs Archers
Minions
Giant Bomber Royal Hogs
Giant
Bomber Arrows Minions Fire Spirit Archers
Royal Hogs
Arrows Fire Spirit Bomber Archers Minions
Skeleton Army

Defense Synergies 0 2

Fire Spirit
Bomber
Archers
Minions Skeleton Army
Arrows
Minions
Archers
Giant
Royal Hogs
Skeleton Army
Archers

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.

Bomber Minions
Skeleton Army Bomber Minions
Skeleton Army Fire Spirit Bomber Archers Minions
Skeleton Army Bomber Minions
Bomber Arrows Skeleton Army
Arrows Skeleton Army Fire Spirit Bomber Archers Minions
Minions Fire Spirit Archers Arrows
Arrows
Minions Skeleton Army
Skeleton Army Fire Spirit Bomber Archers
Archers Minions Skeleton Army Bomber Arrows
Arrows Minions Archers
Skeleton Army Fire Spirit Bomber Minions
Fire Spirit Bomber Skeleton Army Arrows Minions
Skeleton Army
Skeleton Army
Bomber Arrows Minions Skeleton Army
Fire Spirit Arrows Bomber Archers Minions Skeleton Army
Arrows Fire Spirit Bomber Archers Minions
Bomber Skeleton Army Fire Spirit Archers Arrows Minions

Counters to secondary win conditions

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

Skeleton Army Archers
Bomber Archers Arrows
Skeleton Army Minions
Skeleton Army
Skeleton Army
Fire Spirit Arrows Archers Minions
Skeleton Army Archers Minions
Skeleton Army
Minions Skeleton Army
Skeleton Army
Minions
Skeleton Army Arrows
Skeleton Army
Bomber Archers Skeleton Army
Skeleton Army Bomber Archers Minions
Arrows Minions Bomber Archers

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
Arrows
Arrows
Bomber Fire Spirit Arrows
Arrows Fire Spirit Minions
Fire Spirit Bomber Archers Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Minions
Arrows
Fire Spirit Archers Arrows
Fire Spirit
Arrows Minions
Arrows
Bomber Arrows
Arrows
Arrows
Bomber Minions
Fire Spirit Bomber Archers Arrows
Fire Spirit Bomber Arrows
Minions
Arrows
Arrows
Arrows Fire Spirit Bomber
Arrows
Arrows
Arrows
Fire Spirit Archers Arrows
Minions
Bomber Arrows
Arrows
Arrows
Fire Spirit Archers Minions Skeleton Army
Fire Spirit Archers Arrows
Arrows
Arrows Bomber
Arrows
Minions

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