My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Great!
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 Bats Archers Tesla

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.

Bats Archers Knight Tesla

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.

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 Hog Rider

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

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

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 Bats Knight Skeleton Army

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

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 Bats Zap Archers Knight Skeleton Army Tesla Hog Rider

Shortest cycle

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

8 Fire Spirit Bats Zap Archers

Attack Synergies 6 6

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
Bats
Knight Hog Rider Zap
Zap
Hog Rider Fire Spirit Bats Archers Knight
Archers
Knight Zap Hog Rider
Knight
Bats Archers Hog Rider Fire Spirit Zap
Tesla
Hog Rider
Fire Spirit Bats Zap Knight Archers
Skeleton Army

Defense Synergies 4 11

Fire Spirit
Knight Zap
Bats
Knight Zap Tesla
Zap
Fire Spirit Bats Archers Knight Tesla Skeleton Army
Archers
Knight Zap Tesla Skeleton Army
Knight
Fire Spirit Bats Archers Tesla Zap Skeleton Army
Tesla
Knight Bats Zap Archers Skeleton Army
Hog Rider
Skeleton Army
Zap Archers Knight Tesla

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
Skeleton Army Bats Zap Knight Tesla
Tesla Skeleton Army Fire Spirit Bats Archers Knight
Tesla Skeleton Army Bats Knight
Skeleton Army
Skeleton Army Fire Spirit Bats Zap Archers Tesla
Bats Tesla Fire Spirit Zap Archers
Zap Tesla
Tesla Skeleton Army
Knight Skeleton Army Fire Spirit Archers Tesla
Bats Archers Skeleton Army Zap Knight Tesla
Tesla Bats Zap Archers
Tesla Skeleton Army Fire Spirit Bats Zap Knight
Fire Spirit Skeleton Army Bats Zap Tesla
Skeleton Army Knight Tesla
Skeleton Army Zap Tesla
Tesla Bats Knight Skeleton Army
Fire Spirit Tesla Bats Zap Archers Knight Skeleton Army
Zap Fire Spirit Bats Archers Knight Tesla
Tesla
Skeleton Army Fire Spirit Bats Archers Knight Tesla

Counters to secondary win conditions

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

Knight Skeleton Army Zap Archers Tesla
Zap Archers Knight Tesla
Skeleton Army Bats Zap Knight
Skeleton Army Bats Zap Knight Tesla
Knight Tesla Skeleton Army
Fire Spirit Bats Zap Archers Tesla
Skeleton Army Bats Archers Knight Tesla
Knight Tesla Skeleton Army
Zap Bats Knight Skeleton Army
Tesla Skeleton Army
Bats Knight Tesla
Skeleton Army Zap
Skeleton Army Knight Tesla
Archers Tesla Skeleton Army
Tesla Skeleton Army Bats Zap Archers Knight
Bats Zap Archers Tesla

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
Zap
Knight
Fire Spirit Zap
Fire Spirit Bats Zap
Fire Spirit Archers
Fire Spirit Zap
Zap
Fire Spirit Bats
Zap Knight
Fire Spirit Zap Archers
Fire Spirit Knight
Zap
Zap
Bats
Fire Spirit Zap Archers
Fire Spirit Zap
Zap
Zap Fire Spirit
Zap
Zap
Zap
Fire Spirit Bats Zap Archers
Zap Bats
Zap
Zap
Zap Fire Spirit Bats Archers Skeleton Army
Fire Spirit Zap Archers
Knight
Zap
Zap
Zap Bats
Bats Zap
Zap

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