My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Magic Archer

Deck tips

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Goblin Gang Inferno Tower Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Gang Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Goblin Gang

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.

Goblin Barrel Electro Wizard

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 Goblin Gang Goblin Barrel
Giant Snowball
Fire Spirit Archers Minions Goblin Gang Goblin Barrel
Zap
Fire Spirit Archers Minions Goblin Gang Inferno Tower Goblin Barrel
Barbarian Barrel
Fire Spirit Archers Goblin Gang Inferno Tower Goblin Barrel Electro Wizard
The Log
Fire Spirit Archers Goblin Gang Goblin Barrel
Earthquake
Archers Goblin Gang Inferno Tower Goblin Barrel
Arrows
Fire Spirit Archers Minions Goblin Gang Goblin Barrel
Royal Delivery
Fire Spirit Archers Minions Goblin Gang Goblin Barrel Electro Wizard
Fireball
Archers Minions Goblin Gang Inferno Tower Goblin Barrel Electro Wizard
Poison
Archers Minions Goblin Gang Inferno Tower Electro Wizard
Lightning
Inferno Tower Electro Wizard
Rocket
Inferno Tower

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

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 Inferno Tower

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.

Goblin Barrel

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 Goblin Gang Goblin Barrel 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Archers Minions Goblin Gang Goblin Barrel Electro Wizard Inferno Tower

Shortest cycle

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

9 Fire Spirit Zap Archers Minions

Attack Synergies 2 4

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
Zap Goblin Barrel
Zap
Electro Wizard Fire Spirit Archers Minions
Archers
Zap
Minions
Zap
Goblin Gang
Goblin Barrel
Inferno Tower
Goblin Barrel
Goblin Gang Fire Spirit
Electro Wizard
Zap

Defense Synergies 3 14

Fire Spirit
Zap Inferno Tower Electro Wizard
Zap
Electro Wizard Fire Spirit Archers Minions Goblin Gang Inferno Tower
Archers
Zap Minions Goblin Gang Inferno Tower Electro Wizard
Minions
Zap Archers Inferno Tower Electro Wizard
Goblin Gang
Inferno Tower Zap Archers Electro Wizard
Inferno Tower
Goblin Gang Electro Wizard Fire Spirit Zap Archers Minions
Goblin Barrel
Electro Wizard
Zap Inferno Tower Fire Spirit Archers Minions Goblin Gang

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.

Zap Minions Inferno Tower Electro Wizard
Inferno Tower Zap Minions Goblin Gang Electro Wizard
Goblin Gang Inferno Tower Fire Spirit Archers Minions Electro Wizard
Inferno Tower Minions Goblin Gang Electro Wizard
Goblin Gang Fire Spirit Zap Archers Minions Electro Wizard
Minions Inferno Tower Electro Wizard Fire Spirit Zap Archers Goblin Gang
Zap Inferno Tower Electro Wizard
Inferno Tower Minions Goblin Gang
Goblin Gang Fire Spirit Archers Inferno Tower Electro Wizard
Archers Minions Goblin Gang Electro Wizard Zap
Minions Inferno Tower Zap Archers Goblin Gang Electro Wizard
Inferno Tower Fire Spirit Zap Minions Goblin Gang Electro Wizard
Fire Spirit Zap Minions Goblin Gang Electro Wizard
Inferno Tower Goblin Gang Electro Wizard
Inferno Tower Zap Goblin Gang Electro Wizard
Minions Goblin Gang Inferno Tower Electro Wizard
Fire Spirit Zap Archers Minions Goblin Gang Electro Wizard
Zap Fire Spirit Archers Minions Electro Wizard
Inferno Tower Electro Wizard
Goblin Gang Fire Spirit Archers Minions Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Archers Inferno Tower Electro Wizard
Electro Wizard Zap Archers Goblin Gang
Goblin Gang Zap Minions Inferno Tower Electro Wizard
Goblin Gang Zap Inferno Tower Electro Wizard
Inferno Tower Goblin Gang
Fire Spirit Zap Archers Minions Goblin Gang Electro Wizard
Goblin Gang Archers Minions Inferno Tower Electro Wizard
Inferno Tower
Zap Electro Wizard Minions Inferno Tower
Inferno Tower Goblin Gang
Minions Inferno Tower
Zap Electro Wizard
Goblin Gang Inferno Tower
Archers
Goblin Gang Inferno Tower Electro Wizard Zap Archers Minions
Minions Zap Archers Inferno Tower Electro 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.)

Zap Electro Wizard
Fire Spirit Zap
Fire Spirit Zap Minions
Fire Spirit Archers
Fire Spirit Zap
Zap
Fire Spirit Minions Goblin Gang Electro Wizard
Zap Electro Wizard
Fire Spirit Zap Archers
Fire Spirit
Minions
Zap
Zap
Minions
Fire Spirit Zap Archers Electro Wizard
Fire Spirit Zap
Minions
Zap
Zap Fire Spirit
Zap Electro Wizard
Zap
Zap
Fire Spirit Zap Archers Electro Wizard
Zap Electro Wizard Minions
Zap
Zap Electro Wizard
Zap Electro Wizard Fire Spirit Archers Minions Goblin Gang
Fire Spirit Zap Archers Electro Wizard
Goblin Gang Electro Wizard
Zap
Zap
Zap Minions Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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