My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 Inferno Tower Electro Wizard Magic Archer

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.

Knight Royal Giant Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Royal Giant

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.

Royal 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 Royal Giant Magic Archer

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 Magic Archer

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
Royal Giant
Giant Snowball
Fire Spirit
Zap
Fire Spirit Royal Giant Inferno Tower
Barbarian Barrel
Fire Spirit Knight Inferno Tower Electro Wizard Magic Archer
The Log
Fire Spirit Royal Giant
Earthquake
Inferno Tower
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Knight Electro Wizard Magic Archer
Fireball
Inferno Tower Electro Wizard Magic Archer
Poison
Inferno Tower Electro Wizard Magic Archer
Lightning
Knight Inferno Tower Electro Wizard Magic Archer
Rocket
Inferno Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap The Log Magic Archer

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 Inferno Tower

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.

Royal Giant

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 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.

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 Knight Electro Wizard Magic Archer Inferno Tower Royal Giant

Shortest cycle

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

8 Fire Spirit Zap The Log Knight

Attack Synergies 2 14

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
Royal Giant Zap Knight
Zap
Electro Wizard Fire Spirit Knight Royal Giant The Log Magic Archer
Knight
Fire Spirit Zap The Log Electro Wizard Magic Archer
Royal Giant
Fire Spirit Zap The Log Electro Wizard Magic Archer
Inferno Tower
The Log
Zap Knight Royal Giant Magic Archer
Electro Wizard
Zap Knight Royal Giant Magic Archer
Magic Archer
Zap Knight Royal Giant The Log Electro Wizard

Defense Synergies 7 12

Fire Spirit
Knight Zap Inferno Tower The Log Electro Wizard
Zap
Electro Wizard Fire Spirit Knight Inferno Tower The Log Magic Archer
Knight
Fire Spirit Inferno Tower Electro Wizard Magic Archer Zap The Log
Royal Giant
Inferno Tower
Knight The Log Electro Wizard Fire Spirit Zap
The Log
Inferno Tower Fire Spirit Zap Knight Electro Wizard Magic Archer
Electro Wizard
Zap Knight Inferno Tower Fire Spirit The Log Magic Archer
Magic Archer
Knight Zap The Log Electro Wizard

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 Inferno Tower The Log Electro Wizard Magic Archer
Inferno Tower Zap Knight The Log Electro Wizard
Inferno Tower Fire Spirit Knight Electro Wizard
Inferno Tower Knight Electro Wizard
The Log
The Log Fire Spirit Zap Electro Wizard Magic Archer
Inferno Tower Electro Wizard Fire Spirit Zap Magic Archer
Zap Inferno Tower The Log Electro Wizard Magic Archer
Inferno Tower
Knight Fire Spirit Inferno Tower Electro Wizard
Electro Wizard Zap Knight The Log Magic Archer
Inferno Tower Zap Electro Wizard Magic Archer
Inferno Tower Fire Spirit Zap Knight The Log Electro Wizard
Fire Spirit Zap The Log Electro Wizard Magic Archer
Inferno Tower Knight Electro Wizard
Inferno Tower Zap The Log Electro Wizard
Knight Inferno Tower Electro Wizard
Fire Spirit Zap Knight The Log Electro Wizard Magic Archer
Zap The Log Fire Spirit Knight Electro Wizard Magic Archer
Inferno Tower Electro Wizard
Fire Spirit Knight The Log Electro Wizard

Counters to secondary win conditions

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

Knight Zap Inferno Tower Electro Wizard
Electro Wizard Zap Knight The Log Magic Archer
Zap Knight Inferno Tower The Log Electro Wizard
Zap Knight Inferno Tower The Log Electro Wizard
Inferno Tower Knight
Fire Spirit Zap Electro Wizard Magic Archer
Knight Inferno Tower Electro Wizard
Inferno Tower Knight
Zap Electro Wizard Knight Inferno Tower The Log Magic Archer
Inferno Tower
Knight Inferno Tower
Zap The Log Electro Wizard
Knight Inferno Tower
Magic Archer
Inferno Tower Electro Wizard Zap Knight The Log Magic Archer
Zap Inferno Tower The Log Electro Wizard Magic Archer

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.)

Magic Archer Knight The Log
Zap The Log Electro Wizard Magic Archer
The Log Magic Archer
Knight The Log
Fire Spirit Zap The Log Magic Archer
Fire Spirit Zap Magic Archer
Fire Spirit The Log Magic Archer
The Log Fire Spirit Zap Magic Archer
The Log Zap
Fire Spirit Electro Wizard
Zap Knight The Log Electro Wizard Magic Archer
Fire Spirit Zap Magic Archer
Fire Spirit Knight The Log Magic Archer
Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Magic Archer The Log
Fire Spirit Zap The Log Electro Wizard Magic Archer
Fire Spirit Zap The Log Magic Archer
The Log Magic Archer
The Log
Zap The Log
Zap The Log Fire Spirit Magic Archer
The Log Zap Electro Wizard Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Fire Spirit Zap Electro Wizard Magic Archer
Zap Electro Wizard
Zap The Log Magic Archer
Zap Electro Wizard Magic Archer
The Log Magic Archer
Zap Electro Wizard Fire Spirit Magic Archer
Fire Spirit Zap Electro Wizard Magic Archer
The Log
Knight Electro Wizard Magic Archer
The Log Zap Magic Archer
Zap
Zap The Log Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap The Log Electro Wizard Magic Archer

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