My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Great!
Versatility
Good
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 Wizard

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 Royal Giant Wizard

Offensive cards

Win conditions

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

Royal 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.

Royal 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 Royal Giant Battle Healer 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
Archers Minions Royal Giant Royal Hogs
Giant Snowball
Fire Spirit Archers Minions Royal Hogs
Zap
Fire Spirit Archers Minions Royal Giant Royal Hogs
Barbarian Barrel
Fire Spirit Archers Wizard Royal Hogs
The Log
Fire Spirit Archers Royal Giant Royal Hogs
Earthquake
Archers Royal Hogs
Arrows
Fire Spirit Archers Minions Royal Hogs
Royal Delivery
Fire Spirit Archers Minions Battle Healer Wizard Royal Hogs
Fireball
Archers Minions Battle Healer Wizard Royal Hogs
Poison
Archers Minions Battle Healer Wizard Royal Hogs
Lightning
Battle Healer Wizard
Rocket
Battle Healer Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Wizard

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 Battle Healer

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 Minions Wizard

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 Archers Arrows Minions Battle Healer Wizard Royal Hogs Royal Giant

Shortest cycle

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

10 Fire Spirit Archers Arrows Minions

Attack Synergies 5 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
Royal Giant Battle Healer Royal Hogs
Archers
Battle Healer Arrows Royal Giant Royal Hogs
Arrows
Royal Giant Royal Hogs Archers Battle Healer
Minions
Royal Giant Battle Healer Royal Hogs
Royal Giant
Fire Spirit Arrows Minions Archers Battle Healer Wizard
Battle Healer
Archers Fire Spirit Arrows Minions Royal Giant Royal Hogs
Wizard
Royal Giant Royal Hogs
Royal Hogs
Arrows Fire Spirit Archers Minions Battle Healer Wizard

Defense Synergies 0 5

Fire Spirit
Battle Healer
Archers
Minions Battle Healer
Arrows
Battle Healer
Minions
Archers Battle Healer
Royal Giant
Battle Healer
Fire Spirit Archers Arrows Minions
Wizard
Royal Hogs

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.

Minions Wizard
Minions Battle Healer
Fire Spirit Archers Minions
Minions
Arrows Battle Healer
Arrows Fire Spirit Archers Minions
Minions Fire Spirit Archers Arrows Wizard
Arrows Battle Healer
Minions
Fire Spirit Archers Battle Healer
Archers Minions Arrows Wizard
Arrows Minions Archers Wizard
Fire Spirit Minions Battle Healer Wizard
Fire Spirit Wizard Arrows Minions
Wizard Arrows Minions
Fire Spirit Arrows Archers Minions Battle Healer Wizard
Arrows Wizard Fire Spirit Archers Minions Battle Healer
Wizard Fire Spirit Archers Arrows Minions Battle Healer

Counters to secondary win conditions

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

Archers Battle Healer
Archers Arrows Battle Healer Wizard
Minions Battle Healer
Battle Healer
Battle Healer
Fire Spirit Arrows Wizard Archers Minions
Archers Minions Battle Healer
Battle Healer
Minions
Minions
Arrows
Wizard
Wizard Archers
Archers Minions Battle Healer
Arrows Minions Archers Battle Healer Wizard

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
Wizard Fire Spirit Arrows
Arrows Wizard Fire Spirit Minions
Fire Spirit Archers Arrows Wizard
Arrows Fire Spirit Wizard
Arrows Wizard
Fire Spirit Minions
Arrows Wizard
Fire Spirit Archers Arrows Wizard
Fire Spirit
Arrows Minions
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Minions
Fire Spirit Archers Arrows Wizard
Fire Spirit Arrows Wizard
Minions
Arrows Wizard
Arrows
Arrows Fire Spirit Wizard
Arrows Wizard
Arrows Wizard
Arrows
Fire Spirit Archers Arrows Wizard
Minions Wizard
Arrows Wizard
Arrows
Arrows Wizard
Fire Spirit Archers Minions
Fire Spirit Archers Arrows Wizard
Arrows
Wizard
Arrows Wizard
Arrows
Minions

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