My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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 Minion Horde Baby Dragon 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.

Bomber Knight Baby Dragon Magic Archer Mega Knight

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.

Mega Knight

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 Minion Horde Baby Dragon Magic Archer Mega Knight

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.

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
Bomber Minion Horde Skeleton Army
Giant Snowball
Fire Spirit Bomber Minion Horde Skeleton Army Baby Dragon
Zap
Fire Spirit Bomber Minion Horde Skeleton Army
Barbarian Barrel
Fire Spirit Bomber Knight Skeleton Army Magic Archer
The Log
Fire Spirit Bomber Skeleton Army
Earthquake
Bomber Skeleton Army
Arrows
Fire Spirit Bomber Minion Horde Skeleton Army
Royal Delivery
Fire Spirit Bomber Knight Minion Horde Skeleton Army Baby Dragon Magic Archer
Fireball
Bomber Minion Horde Skeleton Army Baby Dragon Magic Archer
Poison
Bomber Minion Horde Skeleton Army Magic Archer
Lightning
Knight Baby Dragon Magic Archer
Rocket
Minion Horde Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Baby Dragon Magic Archer Mega Knight

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 Skeleton Army Baby Dragon Mega 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.

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 Minion Horde

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 Bomber Knight Skeleton Army Baby Dragon Magic Archer Minion Horde Mega Knight

Shortest cycle

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

9 Fire Spirit Bomber Knight Skeleton Army

Attack Synergies 2 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
Knight Baby Dragon
Bomber
Knight Baby Dragon Mega Knight
Knight
Baby Dragon Fire Spirit Bomber Minion Horde Magic Archer
Minion Horde
Mega Knight Knight
Skeleton Army
Baby Dragon
Knight Fire Spirit Bomber Mega Knight
Magic Archer
Knight Mega Knight
Mega Knight
Minion Horde Bomber Baby Dragon Magic Archer

Defense Synergies 3 6

Fire Spirit
Knight
Bomber
Knight
Knight
Fire Spirit Bomber Magic Archer Minion Horde Skeleton Army Baby Dragon
Minion Horde
Knight
Skeleton Army
Knight Magic Archer
Baby Dragon
Knight Mega Knight
Magic Archer
Knight Skeleton Army Mega Knight
Mega Knight
Baby Dragon Magic Archer

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 Knight Minion Horde Baby Dragon Magic Archer
Minion Horde Skeleton Army Bomber Knight Mega Knight
Minion Horde Skeleton Army Mega Knight Fire Spirit Bomber Knight
Minion Horde Skeleton Army Bomber Knight Mega Knight
Bomber Skeleton Army Mega Knight
Skeleton Army Fire Spirit Bomber Baby Dragon Magic Archer Mega Knight
Minion Horde Fire Spirit Baby Dragon Magic Archer
Baby Dragon Magic Archer Mega Knight
Minion Horde Skeleton Army
Knight Skeleton Army Fire Spirit Bomber Minion Horde Mega Knight
Minion Horde Skeleton Army Bomber Knight Baby Dragon Magic Archer Mega Knight
Minion Horde Baby Dragon Magic Archer
Minion Horde Skeleton Army Mega Knight Fire Spirit Bomber Knight
Fire Spirit Bomber Skeleton Army Mega Knight Minion Horde Baby Dragon Magic Archer
Skeleton Army Knight Minion Horde Mega Knight
Minion Horde Skeleton Army Mega Knight
Minion Horde Mega Knight Bomber Knight Skeleton Army
Fire Spirit Mega Knight Bomber Knight Minion Horde Skeleton Army Baby Dragon Magic Archer
Baby Dragon Fire Spirit Bomber Knight Magic Archer Mega Knight
Bomber Skeleton Army Mega Knight Fire Spirit Knight Minion Horde Baby Dragon

Counters to secondary win conditions

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

Knight Skeleton Army Mega Knight
Bomber Knight Baby Dragon Magic Archer Mega Knight
Skeleton Army Mega Knight Knight Minion Horde
Skeleton Army Mega Knight Knight Minion Horde
Knight Minion Horde Skeleton Army Mega Knight
Fire Spirit Minion Horde Baby Dragon Magic Archer
Skeleton Army Knight Minion Horde
Mega Knight Knight Minion Horde Skeleton Army
Minion Horde Mega Knight Knight Skeleton Army Baby Dragon Magic Archer
Minion Horde Skeleton Army
Mega Knight Knight Minion Horde
Skeleton Army Mega Knight
Skeleton Army Mega Knight Knight Minion Horde
Bomber Minion Horde Skeleton Army Baby Dragon Magic Archer Mega Knight
Skeleton Army Bomber Knight Minion Horde Baby Dragon Magic Archer
Mega Knight Bomber Minion Horde Baby Dragon 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 Knight Minion Horde Baby Dragon
Baby Dragon Magic Archer
Minion Horde Baby Dragon Magic Archer
Knight
Bomber Fire Spirit Minion Horde Baby Dragon Magic Archer Mega Knight
Fire Spirit Minion Horde Baby Dragon Magic Archer
Fire Spirit Bomber Minion Horde Baby Dragon Magic Archer
Fire Spirit Baby Dragon Magic Archer
Fire Spirit Minion Horde
Knight Minion Horde Magic Archer
Fire Spirit Baby Dragon Magic Archer
Fire Spirit Knight Baby Dragon Magic Archer
Minion Horde Baby Dragon Magic Archer
Baby Dragon Magic Archer
Bomber Minion Horde Baby Dragon Magic Archer
Magic Archer Minion Horde Baby Dragon Mega Knight
Bomber Minion Horde
Fire Spirit Bomber Baby Dragon Magic Archer Mega Knight
Fire Spirit Bomber Baby Dragon Magic Archer Mega Knight
Minion Horde Baby Dragon Magic Archer Mega Knight
Minion Horde Baby Dragon
Fire Spirit Bomber Baby Dragon Magic Archer Mega Knight
Minion Horde
Baby Dragon Magic Archer
Baby Dragon Magic Archer Mega Knight
Baby Dragon Magic Archer
Fire Spirit Minion Horde Baby Dragon Magic Archer
Minion Horde
Minion Horde
Bomber Minion Horde Magic Archer Mega Knight
Minion Horde Magic Archer
Minion Horde Mega Knight
Magic Archer
Minion Horde Fire Spirit Skeleton Army Magic Archer
Fire Spirit Baby Dragon Magic Archer
Knight Minion Horde Baby Dragon Magic Archer Mega Knight
Bomber Baby Dragon Magic Archer
Minion Horde Mega Knight
Minion Horde Baby Dragon Magic Archer
Magic Archer
Baby Dragon Magic Archer Mega Knight

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