My Best Clash Royale Deck

Deck Check Rating

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

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!

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 Archers Minions

Defensive buildings

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

Cannon

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 Elixir Collector Prince

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 Prince

Pump responses

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

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Giant Prince

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 Giant Prince
Giant Snowball
Fire Spirit Archers Minions Cannon
Zap
Fire Spirit Archers Minions Cannon Prince
Barbarian Barrel
Fire Spirit Archers Cannon
The Log
Fire Spirit Archers Cannon Prince
Earthquake
Archers Cannon Elixir Collector
Arrows
Fire Spirit Archers Minions
Royal Delivery
Fire Spirit Archers Minions Prince
Fireball
Archers Minions Cannon Elixir Collector
Poison
Archers Minions Cannon Elixir Collector
Lightning
Cannon Elixir Collector Prince
Rocket
Elixir Collector Prince

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 Elixir Collector Prince

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Archers Minions Cannon Giant Prince Elixir Collector

Shortest cycle

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

9 Fire Spirit Zap Archers Minions

Attack Synergies 4 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
Zap Giant Prince
Zap
Giant Prince Fire Spirit Archers Minions
Archers
Zap Giant Prince
Minions
Giant Zap Prince
Cannon
Giant
Zap Minions Prince Fire Spirit Archers
Elixir Collector
Prince
Zap Giant Fire Spirit Archers Minions

Defense Synergies 1 9

Fire Spirit
Zap
Zap
Cannon Fire Spirit Archers Minions Prince
Archers
Zap Minions Cannon
Minions
Zap Archers Cannon Prince
Cannon
Zap Archers Minions Prince
Giant
Elixir Collector
Prince
Zap Minions Cannon

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 Minions Cannon
Zap Minions Cannon Prince
Cannon Prince Fire Spirit Archers Minions
Cannon Prince Minions
Prince
Fire Spirit Zap Archers Minions Cannon
Minions Fire Spirit Zap Archers Cannon
Zap Cannon
Cannon Minions Prince
Fire Spirit Archers Cannon Prince
Archers Minions Zap Cannon
Minions Zap Archers
Cannon Prince Fire Spirit Zap Minions
Fire Spirit Zap Minions Cannon Prince
Cannon Prince
Zap Cannon Prince
Minions Cannon Prince
Fire Spirit Cannon Zap Archers Minions Prince
Zap Fire Spirit Archers Minions Cannon
Cannon Prince
Fire Spirit Archers Minions Cannon Prince

Counters to secondary win conditions

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

Zap Archers Prince
Zap Archers Prince
Zap Minions Prince
Prince Zap
Cannon Prince
Fire Spirit Zap Archers Minions
Prince Archers Minions
Prince
Zap Minions Prince
Cannon
Minions Prince
Zap Prince
Prince Cannon
Archers Cannon
Zap Archers Minions Prince
Minions Zap Archers Cannon

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.)

Zap
Prince
Fire Spirit Zap
Fire Spirit Zap Minions
Fire Spirit Archers
Fire Spirit Zap
Zap
Fire Spirit Minions Prince
Zap Prince
Fire Spirit Zap Archers
Fire Spirit
Minions
Zap Prince
Zap
Minions
Fire Spirit Zap Archers Prince
Fire Spirit Zap
Minions Prince
Prince
Zap
Zap Fire Spirit
Zap
Zap Prince
Zap
Fire Spirit Zap Archers
Zap Minions
Zap
Zap
Prince
Zap Fire Spirit Archers Minions Prince
Fire Spirit Zap Archers
Prince
Zap
Zap
Prince
Zap Minions
Zap
Zap Prince

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