My Best Clash Royale Deck

Deck Check Rating

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

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 Archers Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

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

Archers Balloon Bandit

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 The Log

Punishments

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

Balloon Bandit

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 Balloon Bandit

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 Bandit

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 Skeleton Army Balloon Bandit
Giant Snowball
Fire Spirit Archers Skeleton Army Balloon
Zap
Fire Spirit Archers Inferno Tower Skeleton Army Balloon Bandit
Barbarian Barrel
Fire Spirit Archers Inferno Tower Skeleton Army Bandit
The Log
Fire Spirit Archers Skeleton Army Bandit
Earthquake
Archers Inferno Tower Skeleton Army
Arrows
Fire Spirit Archers Skeleton Army
Royal Delivery
Fire Spirit Archers Skeleton Army Balloon Bandit
Fireball
Archers Inferno Tower Skeleton Army Balloon Bandit
Poison
Archers Inferno Tower Skeleton Army Balloon
Lightning
Inferno Tower Balloon Bandit
Rocket
Inferno Tower Balloon

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 The Log

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 Inferno Tower 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap The Log Archers Skeleton Army Bandit Inferno Tower Balloon

Shortest cycle

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

8 Fire Spirit Zap The Log Archers

Attack Synergies 1 11

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 Balloon Bandit
Zap
Balloon Fire Spirit Archers The Log Bandit
Archers
Zap Balloon Bandit
Inferno Tower
Skeleton Army
Balloon
Zap Fire Spirit Archers The Log Bandit
The Log
Zap Balloon Bandit
Bandit
Fire Spirit Zap Archers Balloon The Log

Defense Synergies 2 16

Fire Spirit
Zap Inferno Tower The Log
Zap
Fire Spirit Archers Inferno Tower Skeleton Army The Log Bandit
Archers
Zap Inferno Tower Skeleton Army The Log Bandit
Inferno Tower
Skeleton Army The Log Fire Spirit Zap Archers Bandit
Skeleton Army
Inferno Tower Zap Archers The Log Bandit
Balloon
The Log
Inferno Tower Fire Spirit Zap Archers Skeleton Army Bandit
Bandit
Zap Archers Inferno Tower Skeleton Army The Log

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 Inferno Tower The Log
Inferno Tower Skeleton Army Zap The Log Bandit
Inferno Tower Skeleton Army Fire Spirit Archers Bandit
Inferno Tower Skeleton Army Bandit
Skeleton Army The Log
Skeleton Army The Log Fire Spirit Zap Archers Bandit
Inferno Tower Fire Spirit Zap Archers
Zap Inferno Tower The Log Bandit
Inferno Tower Skeleton Army
Skeleton Army Fire Spirit Archers Inferno Tower Bandit
Archers Skeleton Army Zap The Log Bandit
Inferno Tower Zap Archers
Inferno Tower Skeleton Army Fire Spirit Zap The Log Bandit
Fire Spirit Skeleton Army Zap The Log
Inferno Tower Skeleton Army Bandit
Inferno Tower Skeleton Army Zap The Log Bandit
Inferno Tower Skeleton Army
Fire Spirit Zap Archers Skeleton Army The Log Bandit
Zap The Log Fire Spirit Archers Bandit
Inferno Tower
Skeleton Army Fire Spirit Archers The Log Bandit

Counters to secondary win conditions

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

Skeleton Army Zap Archers Inferno Tower Bandit
Bandit Zap Archers The Log
Skeleton Army Bandit Zap Inferno Tower The Log
Skeleton Army Zap Inferno Tower The Log Bandit
Inferno Tower Skeleton Army Bandit
Fire Spirit Zap Archers
Skeleton Army Archers Inferno Tower Bandit
Inferno Tower Skeleton Army
Zap Inferno Tower Skeleton Army The Log Bandit
Inferno Tower Skeleton Army
Inferno Tower
Skeleton Army Zap The Log
Skeleton Army Inferno Tower Bandit
Archers Skeleton Army
Inferno Tower Skeleton Army Zap Archers The Log
Zap Archers Inferno Tower The Log

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.)

The Log Bandit
Zap The Log Bandit
The Log Bandit
The Log
Fire Spirit Zap The Log
Fire Spirit Zap
Fire Spirit Archers The Log
The Log Fire Spirit Zap
The Log Zap Bandit
Fire Spirit
Zap The Log Bandit
Fire Spirit Zap Archers
Fire Spirit The Log Bandit
Bandit
Zap The Log
Zap The Log Bandit
The Log Bandit
Fire Spirit Zap Archers The Log Bandit
Fire Spirit Zap The Log
The Log
The Log
Zap The Log
Zap The Log Fire Spirit
The Log Zap Bandit
Zap The Log Bandit
Zap The Log Bandit
Fire Spirit Zap Archers
Zap
Zap The Log Bandit
Zap
The Log
Zap Fire Spirit Archers Skeleton Army Bandit
Fire Spirit Zap Archers
The Log
The Log Zap
Zap
Zap The Log
Zap
Zap The Log Bandit

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