My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Archers Zappies

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.

Archers Royal Giant Zappies

Offensive cards

Win conditions

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

Royal Giant Miner

Damage spells

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

Zap Barbarian Barrel

Punishments

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

Royal Giant Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

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 Barbarian Barrel

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.

Miner

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
Archers Royal Giant Skeleton Army Miner
Giant Snowball
Fire Spirit Archers Zappies Skeleton Army Miner
Zap
Fire Spirit Archers Royal Giant Zappies Skeleton Army
Barbarian Barrel
Fire Spirit Archers Zappies Skeleton Army
The Log
Fire Spirit Archers Royal Giant Zappies Skeleton Army
Earthquake
Archers Zappies Skeleton Army
Arrows
Fire Spirit Archers Zappies Skeleton Army
Royal Delivery
Fire Spirit Archers Zappies Skeleton Army Miner
Fireball
Archers Zappies Skeleton Army
Poison
Archers Zappies Skeleton Army
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Barbarian Barrel

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 Skeleton Army Miner

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 Skeleton Army

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.

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 Barbarian Barrel Archers Skeleton Army Miner Zappies Royal Giant

Shortest cycle

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

8 Fire Spirit Zap Barbarian Barrel Archers

Attack Synergies 5 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 Miner Zap
Zap
Miner Fire Spirit Archers Royal Giant Zappies Barbarian Barrel
Archers
Zap Royal Giant Barbarian Barrel Miner
Royal Giant
Fire Spirit Barbarian Barrel Miner Zap Archers Zappies
Zappies
Zap Royal Giant Barbarian Barrel Miner
Barbarian Barrel
Royal Giant Zap Archers Zappies Miner
Skeleton Army
Miner
Fire Spirit Zap Royal Giant Archers Zappies Barbarian Barrel

Defense Synergies 1 10

Fire Spirit
Zap
Zap
Fire Spirit Archers Zappies Barbarian Barrel Skeleton Army Miner
Archers
Barbarian Barrel Zap Skeleton Army
Royal Giant
Zappies
Zap Barbarian Barrel Skeleton Army
Barbarian Barrel
Archers Zap Zappies Miner
Skeleton Army
Zap Archers Zappies
Miner
Zap Barbarian Barrel

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 Zappies Barbarian Barrel
Skeleton Army Zap Zappies
Skeleton Army Fire Spirit Archers Zappies
Skeleton Army Zappies
Barbarian Barrel Skeleton Army
Barbarian Barrel Skeleton Army Fire Spirit Zap Archers Zappies
Fire Spirit Zap Archers Zappies
Zap Barbarian Barrel
Zappies Skeleton Army
Skeleton Army Fire Spirit Archers Zappies Barbarian Barrel Miner
Archers Skeleton Army Zap Zappies Barbarian Barrel
Zap Archers Zappies
Skeleton Army Fire Spirit Zap Zappies
Fire Spirit Skeleton Army Zap Zappies Barbarian Barrel
Skeleton Army Zappies
Skeleton Army Zap Zappies
Zappies Skeleton Army
Fire Spirit Zap Archers Zappies Barbarian Barrel Skeleton Army
Zap Barbarian Barrel Fire Spirit Archers Zappies
Zappies
Skeleton Army Fire Spirit Archers Zappies Barbarian Barrel

Counters to secondary win conditions

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

Skeleton Army Zap Archers Zappies Barbarian Barrel
Zap Archers Barbarian Barrel Miner
Zappies Skeleton Army Zap
Skeleton Army Zap Zappies Barbarian Barrel
Zappies Skeleton Army
Fire Spirit Zap Archers Zappies
Skeleton Army Archers Zappies
Zappies Skeleton Army
Zap Zappies Barbarian Barrel Skeleton Army
Zappies Skeleton Army
Zappies
Skeleton Army Zap
Skeleton Army Zappies
Archers Zappies Skeleton Army
Zappies Skeleton Army Zap Archers Barbarian Barrel
Zap Archers Zappies Barbarian Barrel

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.)

Barbarian Barrel
Zap Barbarian Barrel Miner
Barbarian Barrel Miner
Barbarian Barrel
Fire Spirit Zap Barbarian Barrel
Fire Spirit Zap
Fire Spirit Archers
Fire Spirit Zap Barbarian Barrel
Miner Zap
Fire Spirit
Miner Zap Barbarian Barrel
Fire Spirit Zap Archers
Fire Spirit Barbarian Barrel Miner
Barbarian Barrel
Zap Barbarian Barrel
Zap Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Fire Spirit Zap Archers Barbarian Barrel
Fire Spirit Zap Barbarian Barrel Miner
Zap Barbarian Barrel
Zap Fire Spirit Barbarian Barrel
Miner Zap Barbarian Barrel
Zap Miner
Miner Zap Barbarian Barrel
Fire Spirit Zap Archers
Zap Zappies
Zap Miner
Zap Zappies
Zap Fire Spirit Archers Zappies Barbarian Barrel Skeleton Army
Fire Spirit Zap Archers Zappies
Barbarian Barrel
Miner
Zap
Zap
Zap Zappies
Zap Zappies
Zap Barbarian Barrel Miner

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