My Best Clash Royale Deck

Deck Check Rating

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

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 Archers Princess Electro Wizard Inferno Dragon

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.

Archers Golem Princess Electro Wizard Inferno Dragon

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

Punishments

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

Princess

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 Golem Princess

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 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 Skeleton Army Inferno Dragon
Giant Snowball
Fire Spirit Archers Skeleton Army Princess Inferno Dragon
Zap
Fire Spirit Archers Skeleton Army Princess Inferno Dragon
Barbarian Barrel
Fire Spirit Archers Skeleton Army Princess Electro Wizard
The Log
Fire Spirit Archers Skeleton Army Princess
Earthquake
Archers Skeleton Army
Arrows
Fire Spirit Archers Skeleton Army Princess
Royal Delivery
Fire Spirit Archers Skeleton Army Princess Electro Wizard Inferno Dragon
Fireball
Archers Skeleton Army Princess Electro Wizard Inferno Dragon
Poison
Archers Skeleton Army Princess Electro Wizard
Lightning
Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Princess

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Princess

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 Skeleton Army Golem Princess Inferno Dragon

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 Princess

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 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.

RIP

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 Skeleton Army Princess Electro Wizard Inferno Dragon Golem

Shortest cycle

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

9 Fire Spirit Zap Archers Skeleton Army

Attack Synergies 1 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
Zap Golem Inferno Dragon
Zap
Electro Wizard Fire Spirit Archers Golem Princess
Archers
Zap Golem Inferno Dragon
Skeleton Army
Golem
Fire Spirit Zap Archers Electro Wizard
Princess
Zap
Electro Wizard
Zap Golem
Inferno Dragon
Fire Spirit Archers

Defense Synergies 1 12

Fire Spirit
Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Archers Skeleton Army Princess Inferno Dragon
Archers
Zap Skeleton Army Electro Wizard
Skeleton Army
Zap Archers Princess Electro Wizard Inferno Dragon
Golem
Princess
Zap Skeleton Army
Electro Wizard
Zap Fire Spirit Archers Skeleton Army Inferno Dragon
Inferno Dragon
Zap Skeleton Army Electro 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.

Zap Electro Wizard
Skeleton Army Inferno Dragon Zap Electro Wizard
Skeleton Army Fire Spirit Archers Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Electro Wizard
Skeleton Army Princess
Skeleton Army Fire Spirit Zap Archers Electro Wizard
Electro Wizard Inferno Dragon Fire Spirit Zap Archers Princess
Zap Electro Wizard
Inferno Dragon Skeleton Army Princess
Skeleton Army Fire Spirit Archers Electro Wizard
Archers Skeleton Army Electro Wizard Zap Princess
Inferno Dragon Zap Archers Princess Electro Wizard
Skeleton Army Fire Spirit Zap Electro Wizard
Fire Spirit Skeleton Army Zap Princess Electro Wizard
Skeleton Army Inferno Dragon Electro Wizard
Skeleton Army Zap Electro Wizard Inferno Dragon
Skeleton Army Electro Wizard
Fire Spirit Zap Archers Skeleton Army Electro Wizard
Zap Fire Spirit Archers Princess Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Skeleton Army Fire Spirit Archers Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Archers Electro Wizard
Electro Wizard Zap Archers Inferno Dragon
Skeleton Army Zap Electro Wizard
Skeleton Army Zap Electro Wizard
Skeleton Army Inferno Dragon
Fire Spirit Zap Archers Princess Electro Wizard
Skeleton Army Archers Electro Wizard
Skeleton Army Inferno Dragon
Zap Electro Wizard Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon
Skeleton Army Zap Electro Wizard
Skeleton Army
Archers Skeleton Army Princess
Skeleton Army Electro Wizard Zap Archers Inferno Dragon
Zap Archers Princess Electro Wizard Inferno Dragon

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.)

Princess
Zap Princess Electro Wizard
Fire Spirit Zap
Fire Spirit Zap Princess
Fire Spirit Archers Princess
Fire Spirit Zap Princess
Zap
Fire Spirit Electro Wizard
Zap Princess Electro Wizard
Fire Spirit Zap Archers Princess
Fire Spirit Princess
Princess
Princess Zap
Zap Princess
Princess
Fire Spirit Zap Archers Princess Electro Wizard
Fire Spirit Zap Princess
Princess
Zap
Zap Fire Spirit Princess
Inferno Dragon
Zap Princess Electro Wizard
Zap Princess
Zap
Fire Spirit Zap Archers Princess Electro Wizard
Zap Electro Wizard
Zap
Zap Princess Electro Wizard
Princess
Zap Electro Wizard Fire Spirit Archers Skeleton Army Princess
Fire Spirit Zap Archers Princess Electro Wizard
Princess Electro Wizard
Zap Princess
Zap
Zap Princess Electro Wizard
Zap Princess Electro Wizard
Zap Princess Electro Wizard

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