My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Godly!
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 Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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 Spear Goblins 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.

Spear Goblins Archers Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap The Log

Punishments

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

Hog Rider

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 Spear Goblins Knight Hog Rider

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.

Hog Rider

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
Spear Goblins Archers Minions Hog Rider
Giant Snowball
Fire Spirit Spear Goblins Archers Minions Hog Rider
Zap
Fire Spirit Spear Goblins Archers Minions
Barbarian Barrel
Fire Spirit Spear Goblins Archers Knight
The Log
Fire Spirit Spear Goblins Archers Hog Rider
Earthquake
Spear Goblins Archers Hog Rider
Arrows
Fire Spirit Spear Goblins Archers Minions
Royal Delivery
Fire Spirit Spear Goblins Archers Knight Minions Hog Rider
Fireball
Archers Minions Hog Rider
Poison
Spear Goblins Archers Minions
Lightning
Knight
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Spear Goblins Knight

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 Spear Goblins Zap The Log Archers Knight Minions Hog Rider

Shortest cycle

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

7 Fire Spirit Spear Goblins Zap The Log

Attack Synergies 9 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
Hog Rider Zap Knight
Spear Goblins
Knight Hog Rider Zap
Zap
Hog Rider Fire Spirit Spear Goblins Archers Knight Minions The Log
Archers
Knight Zap Hog Rider
Knight
Spear Goblins Archers Minions Hog Rider Fire Spirit Zap The Log
Minions
Knight Hog Rider Zap
Hog Rider
Fire Spirit Spear Goblins Zap Knight Minions The Log Archers
The Log
Hog Rider Zap Knight

Defense Synergies 4 15

Fire Spirit
Knight Spear Goblins Zap The Log
Spear Goblins
Knight Fire Spirit Zap Archers Minions The Log
Zap
Fire Spirit Spear Goblins Archers Knight Minions The Log
Archers
Knight Spear Goblins Zap Minions The Log
Knight
Fire Spirit Spear Goblins Archers Minions Zap The Log
Minions
Knight Spear Goblins Zap Archers The Log
Hog Rider
The Log
Fire Spirit Spear Goblins Zap Archers Knight Minions

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.

Spear Goblins Zap Knight Minions The Log
Zap Knight Minions The Log
Fire Spirit Archers Knight Minions
Knight Minions
The Log
The Log Fire Spirit Spear Goblins Zap Archers Minions
Minions Fire Spirit Spear Goblins Zap Archers
Zap The Log
Minions
Knight Fire Spirit Spear Goblins Archers
Archers Minions Spear Goblins Zap Knight The Log
Minions Spear Goblins Zap Archers
Fire Spirit Zap Knight Minions The Log
Fire Spirit Zap Minions The Log
Knight
Zap The Log
Knight Minions
Fire Spirit Spear Goblins Zap Archers Knight Minions The Log
Zap The Log Fire Spirit Spear Goblins Archers Knight Minions
Fire Spirit Spear Goblins Archers Knight Minions The Log

Counters to secondary win conditions

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

Knight Spear Goblins Zap Archers
Zap Archers Knight The Log
Spear Goblins Zap Knight Minions The Log
Zap Knight The Log
Knight
Fire Spirit Zap Archers Minions
Spear Goblins Archers Knight Minions
Knight
Zap Spear Goblins Knight Minions The Log
Knight Minions
Zap The Log
Knight
Archers
Spear Goblins Zap Archers Knight Minions The Log
Minions Zap Archers 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.)

Knight The Log
Zap The Log
The Log
Knight The Log
Fire Spirit Zap The Log
Fire Spirit Spear Goblins Zap Minions
Fire Spirit Archers The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Minions
Zap Knight The Log
Fire Spirit Zap Archers
Fire Spirit Knight The Log
Minions
Zap The Log
Spear Goblins Zap The Log
The Log
Minions
Fire Spirit Zap Archers The Log
Fire Spirit Zap The Log
Minions The Log
The Log
Zap The Log
Zap The Log Fire Spirit
The Log Zap
Zap The Log
Zap The Log
Fire Spirit Zap Archers
Zap Minions
Zap The Log
Zap
The Log
Zap Fire Spirit Spear Goblins Archers Minions
Fire Spirit Zap Archers
The Log
Knight
The Log Zap
Zap
Zap Minions The Log
Zap
Zap The Log

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