My Best Clash Royale Deck

Deck Check Rating

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

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 Tesla Ice Golem Magic Archer

Defensive buildings

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

Tesla

Investments

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

Knight Tesla Ice Golem Magic Archer

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.

Zap

Punishments

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

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 Knight Elite Barbarians Ice Golem Hog Rider Magic Archer

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 Magic Archer

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
Elite Barbarians Hog Rider
Giant Snowball
Fire Spirit Hog Rider
Zap
Fire Spirit
Barbarian Barrel
Fire Spirit Knight Tesla Elite Barbarians Magic Archer
The Log
Fire Spirit Elite Barbarians Hog Rider
Earthquake
Tesla Hog Rider
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Knight Elite Barbarians Hog Rider Magic Archer
Fireball
Tesla Elite Barbarians Hog Rider Magic Archer
Poison
Magic Archer
Lightning
Knight Tesla Elite Barbarians Ice Golem Magic Archer
Rocket
Elite Barbarians Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Ice Golem Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Ice Golem 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 Ice Golem

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.

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 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Zap Ice Golem Knight Tesla Hog Rider Magic Archer Elite Barbarians

Shortest cycle

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

8 Fire Spirit Zap Ice Golem Knight

Attack Synergies 5 13

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 Zap Knight Elite Barbarians Ice Golem
Zap
Elite Barbarians Hog Rider Fire Spirit Knight Ice Golem Magic Archer
Knight
Hog Rider Fire Spirit Zap Elite Barbarians Magic Archer
Tesla
Elite Barbarians
Zap Fire Spirit Knight Ice Golem Hog Rider
Ice Golem
Hog Rider Fire Spirit Zap Elite Barbarians Magic Archer
Hog Rider
Fire Spirit Zap Knight Ice Golem Elite Barbarians Magic Archer
Magic Archer
Zap Knight Ice Golem Hog Rider

Defense Synergies 4 10

Fire Spirit
Knight Zap Ice Golem
Zap
Fire Spirit Knight Tesla Elite Barbarians Ice Golem Magic Archer
Knight
Fire Spirit Tesla Magic Archer Zap
Tesla
Knight Ice Golem Zap Magic Archer
Elite Barbarians
Zap Ice Golem
Ice Golem
Tesla Fire Spirit Zap Elite Barbarians Magic Archer
Hog Rider
Magic Archer
Knight Zap Tesla 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.

Zap Knight Tesla Ice Golem Magic Archer
Elite Barbarians Zap Knight Tesla
Tesla Fire Spirit Knight Elite Barbarians
Tesla Elite Barbarians Knight
Elite Barbarians
Fire Spirit Zap Tesla Magic Archer
Tesla Fire Spirit Zap Magic Archer
Zap Tesla Ice Golem Magic Archer
Tesla Elite Barbarians
Knight Elite Barbarians Fire Spirit Tesla Ice Golem
Zap Knight Tesla Ice Golem Magic Archer
Tesla Zap Magic Archer
Tesla Fire Spirit Zap Knight Elite Barbarians
Fire Spirit Zap Tesla Magic Archer
Elite Barbarians Knight Tesla
Zap Tesla Elite Barbarians
Tesla Knight Elite Barbarians
Fire Spirit Tesla Zap Knight Elite Barbarians Magic Archer
Zap Fire Spirit Knight Tesla Ice Golem Magic Archer
Tesla Elite Barbarians
Fire Spirit Knight Tesla Elite Barbarians

Counters to secondary win conditions

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

Knight Zap Tesla Elite Barbarians Ice Golem
Zap Knight Tesla Elite Barbarians Ice Golem Magic Archer
Zap Knight Elite Barbarians Ice Golem
Zap Knight Tesla Elite Barbarians Ice Golem
Knight Tesla Elite Barbarians
Fire Spirit Zap Tesla Ice Golem Magic Archer
Knight Tesla Elite Barbarians Ice Golem
Knight Tesla Elite Barbarians
Zap Knight Elite Barbarians Ice Golem Magic Archer
Tesla
Knight Tesla Elite Barbarians
Zap Elite Barbarians
Elite Barbarians Knight Tesla Ice Golem
Tesla Magic Archer
Tesla Elite Barbarians Zap Knight Ice Golem Magic Archer
Zap Tesla Elite Barbarians Ice Golem 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 Ice Golem
Zap Magic Archer
Magic Archer
Knight Ice Golem
Fire Spirit Zap Magic Archer
Fire Spirit Zap Ice Golem Magic Archer
Fire Spirit Magic Archer
Fire Spirit Zap Ice Golem Magic Archer
Zap
Fire Spirit Elite Barbarians
Zap Knight Magic Archer
Fire Spirit Zap Magic Archer
Fire Spirit Knight Elite Barbarians Ice Golem Magic Archer
Magic Archer
Zap Elite Barbarians Ice Golem Magic Archer
Zap Magic Archer
Magic Archer
Fire Spirit Zap Magic Archer
Fire Spirit Zap Magic Archer
Magic Archer
Zap
Zap Ice Golem Fire Spirit Magic Archer
Zap Magic Archer
Zap Magic Archer
Zap Magic Archer
Elite Barbarians Fire Spirit Zap Ice Golem Magic Archer
Zap
Elite Barbarians
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Fire Spirit Magic Archer
Fire Spirit Zap Magic Archer
Knight Magic Archer
Zap Ice Golem Magic Archer
Zap
Elite Barbarians
Zap Elite Barbarians Magic Archer
Zap Magic Archer
Zap Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: