My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Minions Zappies Electro Wizard Magic Archer

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 Zappies Dark Prince Giant Skeleton Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

Punishments

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

Dark Prince

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 Dark Prince Giant Skeleton Magic Archer

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.

Dark Prince Giant Skeleton Electro Wizard Magic Archer

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 Dark Prince Giant Skeleton
Giant Snowball
Fire Spirit Archers Minions Zappies
Zap
Fire Spirit Archers Minions Zappies Dark Prince
Barbarian Barrel
Fire Spirit Archers Zappies Dark Prince Giant Skeleton Electro Wizard Magic Archer
The Log
Fire Spirit Archers Zappies Dark Prince Giant Skeleton
Earthquake
Archers Zappies
Arrows
Fire Spirit Archers Minions Zappies
Royal Delivery
Fire Spirit Archers Minions Zappies Dark Prince Giant Skeleton Electro Wizard Magic Archer
Fireball
Archers Minions Zappies Electro Wizard Magic Archer
Poison
Archers Minions Zappies Electro Wizard Magic Archer
Lightning
Dark Prince Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Dark Prince Magic Archer

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 Dark Prince Giant Skeleton

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 Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Archers Minions Zappies Dark Prince Electro Wizard Magic Archer Giant Skeleton

Shortest cycle

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

11 Fire Spirit Archers Minions Zappies

Attack Synergies 0 13

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
Dark Prince Giant Skeleton
Archers
Dark Prince Giant Skeleton
Minions
Dark Prince Giant Skeleton
Zappies
Dark Prince Giant Skeleton
Dark Prince
Fire Spirit Archers Minions Zappies Electro Wizard Magic Archer
Giant Skeleton
Fire Spirit Archers Minions Zappies Electro Wizard Magic Archer
Electro Wizard
Dark Prince Giant Skeleton Magic Archer
Magic Archer
Dark Prince Giant Skeleton Electro Wizard

Defense Synergies 0 17

Fire Spirit
Giant Skeleton Electro Wizard
Archers
Minions Dark Prince Giant Skeleton Electro Wizard
Minions
Archers Zappies Dark Prince Giant Skeleton Electro Wizard
Zappies
Minions Giant Skeleton Electro Wizard
Dark Prince
Archers Minions Electro Wizard Magic Archer
Giant Skeleton
Fire Spirit Archers Minions Zappies Electro Wizard Magic Archer
Electro Wizard
Fire Spirit Archers Minions Zappies Dark Prince Giant Skeleton Magic Archer
Magic Archer
Dark Prince Giant Skeleton Electro Wizard

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 Zappies Electro Wizard Magic Archer
Minions Zappies Dark Prince Electro Wizard
Fire Spirit Archers Minions Zappies Dark Prince Giant Skeleton Electro Wizard
Minions Zappies Dark Prince Electro Wizard
Dark Prince Giant Skeleton
Fire Spirit Archers Minions Zappies Dark Prince Electro Wizard Magic Archer
Minions Electro Wizard Fire Spirit Archers Zappies Magic Archer
Giant Skeleton Electro Wizard Magic Archer
Zappies Minions
Fire Spirit Archers Zappies Dark Prince Giant Skeleton Electro Wizard
Archers Minions Electro Wizard Zappies Dark Prince Giant Skeleton Magic Archer
Minions Archers Zappies Electro Wizard Magic Archer
Fire Spirit Minions Zappies Dark Prince Giant Skeleton Electro Wizard
Fire Spirit Minions Zappies Dark Prince Electro Wizard Magic Archer
Zappies Electro Wizard
Zappies Electro Wizard
Minions Zappies Dark Prince Electro Wizard
Fire Spirit Archers Minions Zappies Dark Prince Electro Wizard Magic Archer
Fire Spirit Archers Minions Zappies Dark Prince Giant Skeleton Electro Wizard Magic Archer
Zappies Electro Wizard
Dark Prince Fire Spirit Archers Minions Zappies Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Archers Zappies Dark Prince Giant Skeleton Electro Wizard
Electro Wizard Archers Magic Archer
Zappies Giant Skeleton Minions Dark Prince Electro Wizard
Dark Prince Giant Skeleton Zappies Electro Wizard
Giant Skeleton Zappies Dark Prince
Fire Spirit Archers Minions Zappies Electro Wizard Magic Archer
Dark Prince Archers Minions Zappies Giant Skeleton Electro Wizard
Giant Skeleton Zappies Dark Prince
Giant Skeleton Electro Wizard Minions Zappies Dark Prince Magic Archer
Zappies
Minions Zappies Dark Prince Giant Skeleton
Dark Prince Giant Skeleton Electro Wizard
Dark Prince Giant Skeleton Zappies
Archers Zappies Magic Archer
Zappies Electro Wizard Archers Minions Dark Prince Giant Skeleton Magic Archer
Minions Archers Zappies Dark Prince Giant Skeleton Electro Wizard Magic Archer

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.)

Magic Archer Giant Skeleton
Electro Wizard Magic Archer
Giant Skeleton Magic Archer
Dark Prince Giant Skeleton
Fire Spirit Dark Prince Magic Archer
Fire Spirit Minions Magic Archer
Fire Spirit Archers Magic Archer
Fire Spirit Magic Archer
Fire Spirit Minions Electro Wizard
Dark Prince Electro Wizard Magic Archer
Fire Spirit Archers Magic Archer
Fire Spirit Magic Archer
Minions Magic Archer
Magic Archer
Magic Archer
Magic Archer
Minions
Fire Spirit Archers Dark Prince Electro Wizard Magic Archer
Fire Spirit Magic Archer
Minions Giant Skeleton Magic Archer
Fire Spirit Dark Prince Magic Archer
Electro Wizard Magic Archer
Magic Archer
Magic Archer
Fire Spirit Archers Electro Wizard Magic Archer
Electro Wizard Minions Zappies
Magic Archer
Zappies Electro Wizard Magic Archer
Giant Skeleton
Magic Archer
Electro Wizard Fire Spirit Archers Minions Zappies Dark Prince Magic Archer
Fire Spirit Archers Zappies Electro Wizard Magic Archer
Dark Prince Electro Wizard Magic Archer
Magic Archer
Giant Skeleton
Dark Prince
Minions Zappies Giant Skeleton Electro Wizard Magic Archer
Zappies Electro Wizard Magic Archer
Dark Prince Giant Skeleton Electro Wizard Magic Archer

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