My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Good
Versatility
Good
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!

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 Electro Wizard

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.

Bomber Archers Knight Giant Electro Wizard

Offensive cards

Win conditions

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

Giant

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.

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 Knight 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.

Electro Wizard

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
Bomber Archers Minions Giant
Giant Snowball
Fire Spirit Bomber Archers Minions
Zap
Fire Spirit Bomber Archers Minions
Barbarian Barrel
Fire Spirit Bomber Archers Knight Electro Wizard
The Log
Fire Spirit Bomber Archers
Earthquake
Bomber Archers
Arrows
Fire Spirit Bomber Archers Minions
Royal Delivery
Fire Spirit Bomber Archers Knight Minions Electro Wizard
Fireball
Bomber Archers Minions Electro Wizard
Poison
Bomber Archers Minions Electro Wizard
Lightning
Knight Electro Wizard
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 Bomber 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 Knight

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 Electro Wizard

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 Bomber Zap Archers Knight Minions Electro Wizard Giant

Shortest cycle

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

8 Fire Spirit Bomber Zap Archers

Attack Synergies 6 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
Zap Knight Giant
Bomber
Giant Zap Knight Minions
Zap
Giant Electro Wizard Fire Spirit Bomber Archers Knight Minions
Archers
Knight Zap Giant
Knight
Archers Minions Fire Spirit Bomber Zap Electro Wizard
Minions
Knight Giant Bomber Zap
Giant
Bomber Zap Minions Fire Spirit Archers Electro Wizard
Electro Wizard
Zap Knight Giant

Defense Synergies 6 10

Fire Spirit
Knight Zap Electro Wizard
Bomber
Knight Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Bomber Archers Knight Minions
Archers
Knight Zap Minions Electro Wizard
Knight
Fire Spirit Bomber Archers Minions Electro Wizard Zap
Minions
Knight Zap Archers Electro Wizard
Giant
Electro Wizard
Zap Knight Fire Spirit Bomber Archers Minions

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.

Bomber Zap Knight Minions Electro Wizard
Bomber Zap Knight Minions Electro Wizard
Fire Spirit Bomber Archers Knight Minions Electro Wizard
Bomber Knight Minions Electro Wizard
Bomber
Fire Spirit Bomber Zap Archers Minions Electro Wizard
Minions Electro Wizard Fire Spirit Zap Archers
Zap Electro Wizard
Minions
Knight Fire Spirit Bomber Archers Electro Wizard
Archers Minions Electro Wizard Bomber Zap Knight
Minions Zap Archers Electro Wizard
Fire Spirit Bomber Zap Knight Minions Electro Wizard
Fire Spirit Bomber Zap Minions Electro Wizard
Knight Electro Wizard
Zap Electro Wizard
Bomber Knight Minions Electro Wizard
Fire Spirit Bomber Zap Archers Knight Minions Electro Wizard
Zap Fire Spirit Bomber Archers Knight Minions Electro Wizard
Electro Wizard
Bomber Fire Spirit Archers Knight Minions Electro Wizard

Counters to secondary win conditions

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

Knight Zap Archers Electro Wizard
Electro Wizard Bomber Zap Archers Knight
Zap Knight Minions Electro Wizard
Zap Knight Electro Wizard
Knight
Fire Spirit Zap Archers Minions Electro Wizard
Archers Knight Minions Electro Wizard
Knight
Zap Electro Wizard Knight Minions
Knight Minions
Zap Electro Wizard
Knight
Bomber Archers
Electro Wizard Bomber Zap Archers Knight Minions
Minions Bomber Zap Archers Electro Wizard

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 Electro Wizard
Knight
Bomber Fire Spirit Zap
Fire Spirit Zap Minions
Fire Spirit Bomber Archers
Fire Spirit Zap
Zap
Fire Spirit Minions Electro Wizard
Zap Knight Electro Wizard
Fire Spirit Zap Archers
Fire Spirit Knight
Minions
Zap
Bomber Zap
Bomber Minions
Fire Spirit Bomber Zap Archers Electro Wizard
Fire Spirit Bomber Zap
Minions
Zap
Zap Fire Spirit Bomber
Zap Electro Wizard
Zap
Zap
Fire Spirit Zap Archers Electro Wizard
Zap Electro Wizard Minions
Bomber Zap
Zap Electro Wizard
Zap Electro Wizard Fire Spirit Archers Minions
Fire Spirit Zap Archers Electro Wizard
Knight Electro Wizard
Bomber Zap
Zap
Zap Minions Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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