My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Good
Synergy
Godly!
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 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!

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 Mega Minion

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.

Royal Giant Mega Minion

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Royal Giant Elite Barbarians Hog Rider

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 Royal Giant Elite Barbarians Hog Rider

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.

Elite Barbarians Hog Rider

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
Royal Giant Elite Barbarians Hog Rider Guards
Giant Snowball
Fire Spirit Mega Minion Hog Rider Guards
Zap
Fire Spirit Royal Giant Guards
Barbarian Barrel
Fire Spirit Elite Barbarians Guards
The Log
Fire Spirit Royal Giant Elite Barbarians Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Fire Spirit Guards
Royal Delivery
Fire Spirit Elite Barbarians Mega Minion Hog Rider Guards
Fireball
Elite Barbarians Mega Minion Hog Rider
Poison
Mega Minion Guards
Lightning
Elite Barbarians Mega Minion
Rocket
Elite Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows

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 Mega Minion Guards

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.

Royal Giant Elite Barbarians

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

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 Zap Arrows Mega Minion Guards Hog Rider Royal Giant Elite Barbarians

Shortest cycle

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

9 Fire Spirit Zap Arrows Mega Minion

Attack Synergies 9 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
Royal Giant Hog Rider Zap Elite Barbarians Mega Minion
Zap
Arrows Elite Barbarians Mega Minion Hog Rider Fire Spirit Royal Giant Guards
Arrows
Zap Royal Giant Elite Barbarians Hog Rider Mega Minion
Royal Giant
Fire Spirit Arrows Zap Elite Barbarians Mega Minion Hog Rider Guards
Elite Barbarians
Zap Arrows Fire Spirit Royal Giant Hog Rider
Mega Minion
Zap Fire Spirit Arrows Royal Giant
Hog Rider
Fire Spirit Zap Arrows Royal Giant Elite Barbarians Guards
Guards
Zap Royal Giant Hog Rider

Defense Synergies 1 7

Fire Spirit
Zap
Zap
Mega Minion Fire Spirit Arrows Elite Barbarians Guards
Arrows
Zap Mega Minion
Royal Giant
Elite Barbarians
Zap Mega Minion
Mega Minion
Zap Arrows Elite Barbarians Guards
Hog Rider
Guards
Zap Mega Minion

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 Mega Minion
Elite Barbarians Zap Mega Minion
Fire Spirit Elite Barbarians Mega Minion
Elite Barbarians Mega Minion Guards
Arrows Elite Barbarians
Arrows Fire Spirit Zap Mega Minion Guards
Mega Minion Fire Spirit Zap Arrows
Zap Arrows
Elite Barbarians
Elite Barbarians Guards Fire Spirit
Guards Zap Arrows Mega Minion
Arrows Mega Minion Zap
Fire Spirit Zap Elite Barbarians Guards
Fire Spirit Zap Arrows Mega Minion Guards
Elite Barbarians
Zap Elite Barbarians
Arrows Elite Barbarians
Fire Spirit Arrows Zap Elite Barbarians Mega Minion Guards
Zap Arrows Fire Spirit Mega Minion Guards
Elite Barbarians
Fire Spirit Arrows Elite Barbarians Guards

Counters to secondary win conditions

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

Guards Zap Elite Barbarians
Zap Arrows Elite Barbarians Mega Minion
Guards Zap Elite Barbarians
Guards Zap Elite Barbarians
Elite Barbarians Guards
Fire Spirit Arrows Zap
Guards Elite Barbarians Mega Minion
Elite Barbarians
Zap Elite Barbarians Mega Minion
Mega Minion Guards
Elite Barbarians Mega Minion Guards
Zap Arrows Elite Barbarians Guards
Elite Barbarians Guards
Elite Barbarians Guards Zap Mega Minion
Arrows Zap Elite Barbarians Mega Minion

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 Guards
Arrows Zap
Arrows
Arrows Guards
Fire Spirit Zap Arrows
Arrows Fire Spirit Zap Mega Minion
Fire Spirit Arrows
Arrows Fire Spirit Zap
Arrows Zap
Fire Spirit Elite Barbarians Guards
Zap Arrows
Fire Spirit Zap Arrows
Fire Spirit Elite Barbarians
Arrows
Zap Arrows Elite Barbarians
Zap Arrows
Arrows
Arrows
Fire Spirit Zap Arrows Mega Minion
Fire Spirit Zap Arrows
Arrows
Zap Arrows
Zap Arrows Fire Spirit
Mega Minion
Arrows Zap
Zap Arrows
Zap Arrows
Elite Barbarians Fire Spirit Zap Arrows
Zap Mega Minion Guards
Elite Barbarians Mega Minion
Zap Arrows
Zap Arrows
Arrows
Zap Fire Spirit Guards
Fire Spirit Zap Arrows Mega Minion
Arrows
Mega Minion
Arrows Zap
Zap Arrows
Elite Barbarians Mega Minion
Zap Elite Barbarians Guards
Zap
Zap

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