My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Good
Versatility
Good
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 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 Archers Minions

Defensive buildings

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

Cannon

Investments

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

Archers Knight

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Arrows Freeze

Punishments

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

Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Fire Spirit Knight

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.

Graveyard

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Freeze

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 Knight Freeze

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.

Graveyard

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 Archers Arrows Knight Minions Cannon Freeze Graveyard

Shortest cycle

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

10 Fire Spirit Archers Arrows Knight

Attack Synergies 5 6

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
Knight
Archers
Knight Arrows Graveyard
Arrows
Graveyard Archers Knight Freeze
Knight
Archers Minions Graveyard Fire Spirit Arrows
Minions
Knight Graveyard
Cannon
Freeze
Graveyard Arrows
Graveyard
Arrows Knight Freeze Archers Minions

Defense Synergies 4 6

Fire Spirit
Knight
Archers
Knight Minions Cannon
Arrows
Knight Cannon
Knight
Fire Spirit Archers Minions Cannon Arrows
Minions
Knight Archers Cannon Freeze
Cannon
Knight Archers Arrows Minions
Freeze
Minions
Graveyard

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.

Knight Minions Cannon
Knight Minions Cannon
Cannon Fire Spirit Archers Knight Minions Freeze
Cannon Knight Minions
Arrows
Arrows Freeze Fire Spirit Archers Minions Cannon
Minions Fire Spirit Archers Arrows Cannon Freeze
Arrows Cannon
Cannon Minions
Knight Fire Spirit Archers Cannon
Archers Minions Arrows Knight Cannon Freeze
Arrows Minions Archers
Cannon Fire Spirit Knight Minions Freeze
Fire Spirit Arrows Minions Cannon Freeze
Knight Cannon
Cannon Freeze
Arrows Knight Minions Cannon
Fire Spirit Arrows Cannon Archers Knight Minions
Arrows Freeze Fire Spirit Archers Knight Minions Cannon
Cannon
Fire Spirit Archers Arrows Knight Minions Cannon

Counters to secondary win conditions

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

Knight Archers
Archers Arrows Knight
Knight Minions
Knight
Knight Cannon
Fire Spirit Arrows Archers Minions Freeze
Archers Knight Minions
Knight
Freeze Knight Minions
Cannon
Knight Minions
Arrows
Knight Cannon
Archers Cannon
Archers Knight Minions Freeze
Arrows Minions Archers Cannon Freeze

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 Knight Freeze
Arrows
Arrows
Arrows Knight Freeze
Fire Spirit Arrows
Arrows Fire Spirit Minions Freeze
Fire Spirit Archers Arrows
Arrows Fire Spirit Freeze
Arrows
Fire Spirit Minions
Arrows Knight
Fire Spirit Archers Arrows
Fire Spirit Knight
Arrows Minions Freeze
Arrows
Arrows
Arrows
Arrows Freeze
Minions
Fire Spirit Archers Arrows
Fire Spirit Arrows
Minions
Arrows
Arrows
Arrows Freeze Fire Spirit
Arrows
Arrows
Arrows
Fire Spirit Archers Arrows
Minions Freeze
Arrows
Arrows Freeze
Arrows
Fire Spirit Archers Minions Freeze
Fire Spirit Archers Arrows
Freeze
Arrows
Knight
Arrows
Arrows
Minions Freeze
Freeze

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