My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Ice Golem Mega Minion 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.

Knight Ice Golem Mega Minion Royal Ghost Inferno Dragon

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider 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 Knight Ice Golem Hog Rider 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.

Hog Rider 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
Hog Rider Inferno Dragon
Giant Snowball
Fire Spirit Mega Minion Hog Rider Inferno Dragon
Zap
Fire Spirit Inferno Dragon
Barbarian Barrel
Fire Spirit Knight Royal Ghost
The Log
Fire Spirit Hog Rider
Earthquake
Hog Rider
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Knight Mega Minion Hog Rider Royal Ghost Inferno Dragon
Fireball
Mega Minion Hog Rider Inferno Dragon
Poison
Mega Minion
Lightning
Knight Ice Golem Mega Minion Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Ice Golem 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 Knight Ice Golem Mega Minion Royal Ghost Inferno Dragon

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 Golem

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 Ice Golem Arrows Knight Mega Minion Royal Ghost Hog Rider Inferno Dragon

Shortest cycle

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

9 Fire Spirit Ice Golem Arrows Knight

Attack Synergies 6 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
Hog Rider Knight Ice Golem Mega Minion Inferno Dragon
Arrows
Hog Rider Knight Mega Minion
Knight
Mega Minion Hog Rider Fire Spirit Arrows
Ice Golem
Mega Minion Hog Rider Fire Spirit
Mega Minion
Knight Ice Golem Fire Spirit Arrows
Hog Rider
Fire Spirit Arrows Knight Ice Golem
Royal Ghost
Inferno Dragon
Fire Spirit

Defense Synergies 3 6

Fire Spirit
Knight Ice Golem
Arrows
Knight Ice Golem Mega Minion
Knight
Fire Spirit Mega Minion Arrows
Ice Golem
Mega Minion Fire Spirit Arrows Royal Ghost Inferno Dragon
Mega Minion
Knight Ice Golem Arrows
Hog Rider
Royal Ghost
Ice Golem
Inferno Dragon
Ice Golem

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 Ice Golem Mega Minion
Inferno Dragon Knight Mega Minion
Fire Spirit Knight Mega Minion Inferno Dragon
Inferno Dragon Knight Mega Minion
Arrows
Arrows Fire Spirit Mega Minion Royal Ghost
Mega Minion Inferno Dragon Fire Spirit Arrows
Arrows Ice Golem
Inferno Dragon
Knight Fire Spirit Ice Golem Royal Ghost
Arrows Knight Ice Golem Mega Minion Royal Ghost
Arrows Mega Minion Inferno Dragon
Fire Spirit Knight
Fire Spirit Arrows Mega Minion Royal Ghost
Inferno Dragon Knight
Inferno Dragon
Arrows Knight
Fire Spirit Arrows Knight Mega Minion Royal Ghost
Arrows Fire Spirit Knight Ice Golem Mega Minion Royal Ghost Inferno Dragon
Inferno Dragon
Royal Ghost Fire Spirit Arrows Knight

Counters to secondary win conditions

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

Knight Ice Golem Royal Ghost
Arrows Knight Ice Golem Mega Minion Royal Ghost Inferno Dragon
Knight Ice Golem
Knight Ice Golem
Knight Inferno Dragon
Fire Spirit Arrows Ice Golem
Knight Ice Golem Mega Minion
Knight Inferno Dragon
Knight Ice Golem Mega Minion Inferno Dragon
Mega Minion Inferno Dragon
Inferno Dragon Knight Mega Minion
Arrows
Knight Ice Golem
Knight Ice Golem Mega Minion Inferno Dragon
Arrows Ice Golem Mega Minion Royal Ghost 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.)

Arrows Knight Ice Golem Royal Ghost
Arrows Royal Ghost
Arrows
Arrows Knight Ice Golem
Fire Spirit Arrows
Arrows Fire Spirit Ice Golem Mega Minion
Fire Spirit Arrows
Arrows Fire Spirit Ice Golem
Arrows
Fire Spirit
Arrows Knight
Fire Spirit Arrows
Fire Spirit Knight Ice Golem
Arrows
Arrows Ice Golem
Arrows
Arrows
Arrows
Fire Spirit Arrows Mega Minion
Fire Spirit Arrows
Arrows
Arrows
Arrows Ice Golem Fire Spirit
Mega Minion Inferno Dragon
Arrows Royal Ghost
Arrows
Arrows
Fire Spirit Arrows Ice Golem
Mega Minion
Mega Minion
Arrows
Arrows
Arrows
Fire Spirit
Fire Spirit Arrows Mega Minion
Arrows
Knight Mega Minion
Arrows Ice Golem
Arrows
Mega Minion
Royal Ghost

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