My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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 Minions Minion Horde

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 Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Freeze

Punishments

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

Balloon

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 Barbarians Minion Horde Balloon

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.

Balloon

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
Minions Minion Horde Balloon
Giant Snowball
Fire Spirit Minions Barbarians Minion Horde Balloon
Zap
Fire Spirit Minions Minion Horde Balloon
Barbarian Barrel
Fire Spirit Knight Barbarians
The Log
Fire Spirit Barbarians
Earthquake
Barbarians
Arrows
Fire Spirit Minions Minion Horde
Royal Delivery
Fire Spirit Knight Minions Barbarians Minion Horde Balloon
Fireball
Minions Barbarians Minion Horde Balloon
Poison
Minions Barbarians Minion Horde Balloon
Lightning
Knight Balloon
Rocket
Barbarians Minion Horde Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Knight Freeze

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 Barbarians Minion Horde

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 Knight Minions Freeze Barbarians Minion Horde Balloon

Shortest cycle

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

9 Fire Spirit Zap Knight Minions

Attack Synergies 4 11

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 Knight Balloon
Zap
Balloon Fire Spirit Knight Minions Minion Horde Freeze
Knight
Minions Balloon Fire Spirit Zap Minion Horde
Minions
Knight Zap Balloon
Barbarians
Balloon
Minion Horde
Zap Knight Freeze
Freeze
Balloon Zap Minion Horde
Balloon
Zap Knight Freeze Fire Spirit Minions Barbarians

Defense Synergies 2 9

Fire Spirit
Knight Zap
Zap
Fire Spirit Knight Minions Barbarians Minion Horde
Knight
Fire Spirit Minions Zap Minion Horde
Minions
Knight Zap Freeze
Barbarians
Zap Minion Horde
Minion Horde
Zap Knight Barbarians Freeze
Freeze
Minions Minion Horde
Balloon

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 Knight Minions Minion Horde
Barbarians Minion Horde Zap Knight Minions
Barbarians Minion Horde Fire Spirit Knight Minions Freeze
Barbarians Minion Horde Knight Minions
Barbarians
Freeze Fire Spirit Zap Minions
Minions Minion Horde Fire Spirit Zap Freeze
Zap Barbarians
Barbarians Minion Horde Minions
Knight Fire Spirit Barbarians Minion Horde
Minions Barbarians Minion Horde Zap Knight Freeze
Minions Minion Horde Zap
Barbarians Minion Horde Fire Spirit Zap Knight Minions Freeze
Fire Spirit Zap Minions Barbarians Minion Horde Freeze
Barbarians Knight Minion Horde
Barbarians Minion Horde Zap Freeze
Barbarians Minion Horde Knight Minions
Fire Spirit Zap Knight Minions Barbarians Minion Horde
Zap Freeze Fire Spirit Knight Minions Barbarians
Barbarians
Fire Spirit Knight Minions Barbarians Minion Horde

Counters to secondary win conditions

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

Knight Barbarians Zap
Zap Knight
Barbarians Zap Knight Minions Minion Horde
Zap Knight Barbarians Minion Horde
Barbarians Knight Minion Horde
Fire Spirit Zap Minions Minion Horde Freeze
Knight Minions Barbarians Minion Horde
Knight Barbarians Minion Horde
Zap Minion Horde Freeze Knight Minions Barbarians
Barbarians Minion Horde
Knight Minions Barbarians Minion Horde
Zap Barbarians
Barbarians Knight Minion Horde
Barbarians Minion Horde
Barbarians Zap Knight Minions Minion Horde Freeze
Minions Zap Barbarians Minion Horde 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.)

Knight Minion Horde Freeze
Zap
Minion Horde
Knight Barbarians Freeze
Fire Spirit Zap Minion Horde
Fire Spirit Zap Minions Minion Horde Freeze
Fire Spirit Minion Horde
Fire Spirit Zap Freeze
Zap
Fire Spirit Minions Minion Horde
Zap Knight Minion Horde
Fire Spirit Zap
Fire Spirit Knight
Minions Minion Horde Freeze
Zap
Zap Minion Horde
Minion Horde
Freeze
Minions Minion Horde
Fire Spirit Zap
Fire Spirit Zap
Minions Minion Horde
Zap Barbarians Minion Horde
Zap Freeze Fire Spirit
Minion Horde
Zap
Zap
Zap
Fire Spirit Zap Minion Horde
Zap Minions Minion Horde Freeze
Minion Horde
Zap Minion Horde
Zap Minion Horde Freeze
Minion Horde
Zap Minion Horde Fire Spirit Minions Barbarians Freeze
Fire Spirit Zap
Freeze
Knight Minion Horde
Zap
Zap
Minion Horde
Zap Minions Minion Horde Freeze
Zap
Zap Freeze

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