My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Good
Synergy
Mediocre
Versatility
Good
F2P score
Mediocre

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Flying Machine Zappies Wizard

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.

Flying Machine Zappies Wizard Golem Royal Ghost

Offensive cards

Win conditions

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

Wall Breakers Golem

Damage spells

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

Arrows

Punishments

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

Wall Breakers Royal Ghost

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 Flying Machine Wall Breakers Golem Royal Ghost

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 Royal Ghost

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
Wall Breakers
Giant Snowball
Fire Spirit Flying Machine Zappies Wall Breakers
Zap
Fire Spirit Flying Machine Zappies Wall Breakers
Barbarian Barrel
Fire Spirit Zappies Wizard Wall Breakers Royal Ghost
The Log
Fire Spirit Zappies Wall Breakers
Earthquake
Zappies
Arrows
Fire Spirit Flying Machine Zappies Wall Breakers
Royal Delivery
Fire Spirit Flying Machine Zappies Wizard Wall Breakers Royal Ghost
Fireball
Flying Machine Zappies Wizard Wall Breakers
Poison
Flying Machine Zappies Wizard
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Wizard Royal Ghost

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 Arrows Golem Royal Ghost

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 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 Wall Breakers Arrows Royal Ghost Flying Machine Zappies Wizard Golem

Shortest cycle

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

9 Fire Spirit Wall Breakers Arrows Royal Ghost

Attack Synergies 1 12

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
Wall Breakers Golem
Arrows
Golem Wall Breakers
Flying Machine
Zappies Golem Royal Ghost
Zappies
Flying Machine Wall Breakers Golem Royal Ghost
Wizard
Golem Royal Ghost
Wall Breakers
Fire Spirit Arrows Zappies Royal Ghost
Golem
Arrows Fire Spirit Flying Machine Zappies Wizard
Royal Ghost
Flying Machine Zappies Wizard Wall Breakers

Defense Synergies 0 3

Fire Spirit
Arrows
Flying Machine
Zappies Royal Ghost
Zappies
Flying Machine
Wizard
Royal Ghost
Wall Breakers
Golem
Royal Ghost
Flying Machine 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.

Flying Machine Zappies Wizard
Flying Machine Zappies
Fire Spirit Zappies
Zappies
Arrows
Arrows Fire Spirit Flying Machine Zappies Royal Ghost
Fire Spirit Arrows Flying Machine Zappies Wizard
Arrows Flying Machine
Zappies
Fire Spirit Zappies Royal Ghost
Arrows Flying Machine Zappies Wizard Royal Ghost
Arrows Flying Machine Zappies Wizard
Fire Spirit Flying Machine Zappies Wizard
Fire Spirit Wizard Arrows Zappies Royal Ghost
Zappies
Zappies
Wizard Arrows Zappies
Fire Spirit Arrows Flying Machine Zappies Wizard Royal Ghost
Arrows Wizard Fire Spirit Flying Machine Zappies Royal Ghost
Zappies
Wizard Royal Ghost Fire Spirit Arrows Flying Machine Zappies

Counters to secondary win conditions

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

Zappies Royal Ghost
Arrows Flying Machine Wizard Royal Ghost
Zappies
Zappies
Zappies
Fire Spirit Arrows Wizard Flying Machine Zappies
Flying Machine Zappies
Zappies
Flying Machine Zappies
Zappies
Flying Machine Zappies
Arrows
Zappies Wizard
Wizard Flying Machine Zappies
Zappies Flying Machine
Arrows Flying Machine Zappies Wizard Royal Ghost

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.)

Arrows Flying Machine Royal Ghost
Arrows Flying Machine Royal Ghost
Arrows Flying Machine
Arrows Flying Machine
Wizard Fire Spirit Arrows
Arrows Wizard Fire Spirit Flying Machine
Fire Spirit Arrows Flying Machine Wizard
Arrows Fire Spirit Flying Machine Wizard
Arrows Flying Machine Wizard
Fire Spirit
Arrows Flying Machine Wizard
Fire Spirit Arrows Flying Machine Wizard
Flying Machine Fire Spirit
Arrows Flying Machine
Arrows Flying Machine
Arrows Flying Machine Wizard
Arrows Flying Machine Wizard
Arrows
Fire Spirit Arrows Flying Machine Wizard
Fire Spirit Arrows Flying Machine Wizard
Arrows Wizard
Arrows Flying Machine
Arrows Fire Spirit Wizard
Arrows Flying Machine Wizard Royal Ghost
Arrows Flying Machine Wizard
Arrows
Fire Spirit Arrows Flying Machine Wizard
Flying Machine Zappies Wizard
Arrows Wizard
Arrows Zappies
Arrows Wizard
Fire Spirit Flying Machine Zappies
Fire Spirit Arrows Flying Machine Zappies Wizard
Arrows
Flying Machine Wizard
Arrows Flying Machine Wizard
Arrows
Flying Machine
Flying Machine Zappies
Flying Machine Zappies
Flying Machine Royal Ghost

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