My Best Clash Royale Deck

Deck Check Rating

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

2 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Archers

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.

Ice Spirit Archers Knight Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Fireball The Log

Pump responses

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

Fireball

Dropped at the bridge

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

Fire Spirit Ice Spirit Knight Golem

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.

Golem

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
Giant Snowball
Fire Spirit Archers
Zap
Fire Spirit Archers
Barbarian Barrel
Fire Spirit Ice Spirit Archers Knight
The Log
Fire Spirit Ice Spirit Archers
Earthquake
Archers
Arrows
Fire Spirit Ice Spirit Archers
Royal Delivery
Fire Spirit Ice Spirit Archers Knight
Fireball
Archers
Poison
Archers
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Fireball 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 Ice Spirit Knight Golem

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.

Fireball

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 Ice Spirit Fireball

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 Ice Spirit Zap The Log Archers Knight Fireball Golem

Shortest cycle

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

6 Fire Spirit Ice Spirit Zap The Log

Attack Synergies 5 14

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 Knight Golem
Ice Spirit
Zap Knight Archers Golem
Zap
Ice Spirit Fireball Fire Spirit Archers Knight Golem The Log
Archers
Knight Ice Spirit Zap Golem
Knight
Ice Spirit Archers Fire Spirit Zap Fireball The Log
Fireball
Zap Golem Knight The Log
Golem
Fireball Fire Spirit Ice Spirit Zap Archers The Log
The Log
Zap Knight Fireball Golem

Defense Synergies 5 13

Fire Spirit
Knight Ice Spirit Zap The Log
Ice Spirit
Zap Fire Spirit Archers Knight Fireball The Log
Zap
Ice Spirit Fireball Fire Spirit Archers Knight The Log
Archers
Knight Ice Spirit Zap The Log
Knight
Fire Spirit Archers Ice Spirit Zap Fireball The Log
Fireball
Zap The Log Ice Spirit Knight
Golem
The Log
Fireball Fire Spirit Ice Spirit Zap Archers Knight

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 Knight Fireball The Log
Ice Spirit Zap Knight The Log
Fire Spirit Archers Knight
Knight
Fireball The Log
Fireball The Log Fire Spirit Zap Archers
Fire Spirit Ice Spirit Zap Archers Fireball
Zap Fireball The Log
Knight Fire Spirit Ice Spirit Archers
Archers Zap Knight Fireball The Log
Zap Archers Fireball
Fire Spirit Ice Spirit Zap Knight Fireball The Log
Fire Spirit Fireball Ice Spirit Zap The Log
Knight
Ice Spirit Zap Fireball The Log
Knight Fireball
Fire Spirit Ice Spirit Fireball Zap Archers Knight The Log
Zap The Log Fire Spirit Ice Spirit Archers Knight Fireball
Fire Spirit Archers Knight Fireball The Log

Counters to secondary win conditions

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

Knight Zap Archers Fireball
Fireball Zap Archers Knight The Log
Ice Spirit Zap Knight The Log
Zap Knight Fireball The Log
Knight
Fire Spirit Fireball Ice Spirit Zap Archers
Archers Knight Fireball
Knight
Zap Ice Spirit Knight Fireball The Log
Knight
Zap Fireball The Log
Knight Fireball
Archers Fireball
Ice Spirit Zap Archers Knight Fireball The Log
Zap Archers Fireball 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.)

Fireball Knight The Log
Fireball Zap The Log
Fireball The Log
Knight Fireball The Log
Fireball Fire Spirit Zap The Log
Fireball Fire Spirit Ice Spirit Zap
Fire Spirit Archers The Log
Fireball The Log Fire Spirit Ice Spirit Zap
Fireball The Log Zap
Fire Spirit Fireball
Zap Knight Fireball The Log
Fireball Fire Spirit Zap Archers
Fire Spirit Knight Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Fire Spirit Zap Archers Fireball The Log
Fire Spirit Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Fire Spirit Ice Spirit Fireball
Fireball The Log Zap
Fireball Zap The Log
Fireball Zap The Log
Fire Spirit Zap Archers Fireball
Zap Ice Spirit Fireball
Fireball
Zap Fireball The Log
Zap Ice Spirit Fireball
Fireball The Log
Zap Fire Spirit Ice Spirit Archers Fireball
Fireball Fire Spirit Zap Archers
The Log Fireball
Fireball Knight
The Log Zap Fireball
Zap Fireball
Zap Ice Spirit Fireball The Log
Zap Fireball
Zap Fireball The Log

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