My Best Clash Royale Deck

Deck Check Rating

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

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 Minions Wizard Magic Archer

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 Wizard Balloon Magic Archer Lumberjack

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

Punishments

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

Balloon Lumberjack

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 Balloon Magic Archer Lumberjack

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 Magic Archer Lumberjack

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 Balloon
Giant Snowball
Fire Spirit Minions Balloon Lumberjack
Zap
Fire Spirit Minions Balloon
Barbarian Barrel
Fire Spirit Knight Wizard Magic Archer Lumberjack
The Log
Fire Spirit Lumberjack
Earthquake
Arrows
Fire Spirit Minions
Royal Delivery
Fire Spirit Knight Minions Wizard Balloon Magic Archer Lumberjack
Fireball
Minions Wizard Balloon Magic Archer Lumberjack
Poison
Minions Wizard Balloon Magic Archer
Lightning
Knight Wizard Balloon Magic Archer Lumberjack
Rocket
Wizard Balloon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard Magic Archer

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

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 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.

Good

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 Magic Archer Lumberjack Wizard Balloon

Shortest cycle

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

9 Fire Spirit Zap Knight Minions

Attack Synergies 4 17

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 Lumberjack
Zap
Balloon Fire Spirit Knight Minions Magic Archer Lumberjack
Knight
Minions Balloon Fire Spirit Zap Wizard Magic Archer Lumberjack
Minions
Knight Zap Balloon Lumberjack
Wizard
Knight Balloon Lumberjack
Balloon
Zap Knight Lumberjack Fire Spirit Minions Wizard Magic Archer
Magic Archer
Zap Knight Balloon Lumberjack
Lumberjack
Balloon Fire Spirit Zap Knight Minions Wizard Magic Archer

Defense Synergies 3 10

Fire Spirit
Knight Zap
Zap
Fire Spirit Knight Minions Magic Archer Lumberjack
Knight
Fire Spirit Minions Magic Archer Zap Wizard Lumberjack
Minions
Knight Zap Lumberjack
Wizard
Knight Lumberjack
Balloon
Magic Archer
Knight Zap Lumberjack
Lumberjack
Zap Knight Minions Wizard Magic Archer

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 Wizard Magic Archer
Lumberjack Zap Knight Minions
Lumberjack Fire Spirit Knight Minions
Lumberjack Knight Minions
Lumberjack
Fire Spirit Zap Minions Magic Archer Lumberjack
Minions Fire Spirit Zap Wizard Magic Archer
Zap Magic Archer
Minions Lumberjack
Knight Fire Spirit Lumberjack
Minions Zap Knight Wizard Magic Archer Lumberjack
Minions Zap Wizard Magic Archer
Lumberjack Fire Spirit Zap Knight Minions Wizard
Fire Spirit Wizard Zap Minions Magic Archer Lumberjack
Knight Lumberjack
Zap Lumberjack
Wizard Knight Minions Lumberjack
Fire Spirit Zap Knight Minions Wizard Magic Archer Lumberjack
Zap Wizard Fire Spirit Knight Minions Magic Archer Lumberjack
Lumberjack
Wizard Fire Spirit Knight Minions Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Zap
Zap Knight Wizard Magic Archer Lumberjack
Lumberjack Zap Knight Minions
Lumberjack Zap Knight
Knight Lumberjack
Fire Spirit Wizard Zap Minions Magic Archer
Knight Minions Lumberjack
Knight Lumberjack
Zap Knight Minions Magic Archer
Knight Minions Lumberjack
Zap
Knight Wizard Lumberjack
Wizard Magic Archer
Zap Knight Minions Magic Archer Lumberjack
Minions Zap Wizard Magic Archer

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.)

Magic Archer Knight
Zap Magic Archer
Magic Archer
Knight
Wizard Fire Spirit Zap Magic Archer
Wizard Fire Spirit Zap Minions Magic Archer
Fire Spirit Wizard Magic Archer
Fire Spirit Zap Wizard Magic Archer
Zap Wizard
Fire Spirit Minions Lumberjack
Zap Knight Wizard Magic Archer
Fire Spirit Zap Wizard Magic Archer
Fire Spirit Knight Magic Archer
Minions Magic Archer
Zap Magic Archer
Zap Wizard Magic Archer
Magic Archer Wizard
Minions
Fire Spirit Zap Wizard Magic Archer
Fire Spirit Zap Wizard Magic Archer
Minions Magic Archer
Wizard
Zap
Zap Fire Spirit Wizard Magic Archer
Zap Wizard Magic Archer
Zap Wizard Magic Archer
Zap Magic Archer
Fire Spirit Zap Wizard Magic Archer
Zap Minions Wizard
Zap Wizard Magic Archer
Zap Magic Archer
Wizard Magic Archer
Zap Fire Spirit Minions Magic Archer
Fire Spirit Zap Wizard Magic Archer
Knight Wizard Magic Archer Lumberjack
Zap Wizard Magic Archer
Zap
Zap Minions Magic Archer
Zap Magic Archer
Zap Magic Archer

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