My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Minions

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 Giant Sparky

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Arrows

Punishments

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

Hog Rider Giant

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 Hog Rider Giant

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.

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
Archers Minions Hog Rider Giant Skeleton Army Sparky
Giant Snowball
Fire Spirit Archers Minions Hog Rider Skeleton Army
Zap
Fire Spirit Archers Minions Skeleton Army Sparky
Barbarian Barrel
Fire Spirit Archers Skeleton Army Sparky
The Log
Fire Spirit Archers Hog Rider Skeleton Army Sparky
Earthquake
Archers Hog Rider Skeleton Army
Arrows
Fire Spirit Archers Minions Skeleton Army
Royal Delivery
Fire Spirit Archers Minions Hog Rider Skeleton Army Sparky
Fireball
Archers Minions Hog Rider Skeleton Army Sparky
Poison
Archers Minions Skeleton Army Sparky
Lightning
Sparky
Rocket
Hog Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Sparky

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 Skeleton Army Sparky

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.

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 Minions

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 Archers Arrows Minions Skeleton Army Hog Rider Giant Sparky

Shortest cycle

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

10 Fire Spirit Archers Arrows Minions

Attack Synergies 7 8

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 Giant Sparky
Archers
Arrows Hog Rider Giant
Arrows
Hog Rider Giant Sparky Archers
Minions
Hog Rider Giant Sparky
Hog Rider
Fire Spirit Arrows Minions Archers Giant
Giant
Arrows Minions Sparky Fire Spirit Archers Hog Rider
Skeleton Army
Sparky
Sparky
Arrows Giant Fire Spirit Minions Skeleton Army

Defense Synergies 0 5

Fire Spirit
Sparky
Archers
Minions Skeleton Army
Arrows
Sparky
Minions
Archers
Hog Rider
Giant
Skeleton Army
Archers Sparky
Sparky
Fire Spirit Arrows Skeleton Army

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.

Minions Sparky
Skeleton Army Sparky Minions
Skeleton Army Sparky Fire Spirit Archers Minions
Skeleton Army Sparky Minions
Arrows Skeleton Army Sparky
Arrows Skeleton Army Fire Spirit Archers Minions
Minions Fire Spirit Archers Arrows
Arrows Sparky
Sparky Minions Skeleton Army
Skeleton Army Fire Spirit Archers Sparky
Archers Minions Skeleton Army Arrows
Arrows Minions Archers
Skeleton Army Sparky Fire Spirit Minions
Fire Spirit Skeleton Army Sparky Arrows Minions
Skeleton Army Sparky
Skeleton Army Sparky
Sparky Arrows Minions Skeleton Army
Fire Spirit Arrows Archers Minions Skeleton Army
Arrows Fire Spirit Archers Minions
Sparky
Skeleton Army Fire Spirit Archers Arrows Minions Sparky

Counters to secondary win conditions

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

Skeleton Army Archers Sparky
Archers Arrows
Skeleton Army Minions Sparky
Skeleton Army Sparky
Skeleton Army Sparky
Fire Spirit Arrows Archers Minions
Skeleton Army Sparky Archers Minions
Skeleton Army Sparky
Minions Skeleton Army Sparky
Skeleton Army Sparky
Minions Sparky
Skeleton Army Arrows
Skeleton Army Sparky
Archers Skeleton Army Sparky
Skeleton Army Sparky Archers Minions
Arrows Minions Archers Sparky

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 Sparky
Arrows
Arrows Sparky
Arrows Sparky
Fire Spirit Arrows Sparky
Arrows Fire Spirit Minions
Fire Spirit Archers Arrows Sparky
Arrows Fire Spirit
Arrows
Fire Spirit Minions Sparky
Arrows Sparky
Fire Spirit Archers Arrows
Fire Spirit Sparky
Arrows Minions
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Minions Sparky
Fire Spirit Archers Arrows Sparky
Fire Spirit Arrows
Minions Sparky
Arrows
Sparky
Arrows
Arrows Fire Spirit Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Fire Spirit Archers Arrows Sparky
Minions
Sparky
Arrows Sparky
Arrows Sparky
Sparky
Arrows Sparky
Fire Spirit Archers Minions Skeleton Army
Fire Spirit Archers Arrows
Arrows
Sparky
Arrows
Arrows Sparky
Sparky
Minions Sparky
Sparky

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