My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Wizard

Defensive buildings

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

Mortar

Investments

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

Knight Wizard

Offensive cards

Win conditions

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

Mortar

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Rage

Punishments

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

Mortar Elite Barbarians

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 Mortar Barbarians Elite Barbarians

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.

Elite Barbarians

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
Elite Barbarians
Giant Snowball
Fire Spirit Barbarians
Zap
Fire Spirit Mortar
Barbarian Barrel
Fire Spirit Knight Mortar Barbarians Elite Barbarians Wizard
The Log
Fire Spirit Barbarians Elite Barbarians
Earthquake
Mortar Barbarians
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Knight Barbarians Elite Barbarians Wizard
Fireball
Mortar Barbarians Elite Barbarians Wizard
Poison
Mortar Barbarians Wizard
Lightning
Knight Mortar Elite Barbarians Wizard
Rocket
Mortar Barbarians Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Mortar Wizard

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 Rage

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.

Elite Barbarians

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 Barbarians 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 Zap Rage Knight Mortar Barbarians Wizard Elite Barbarians

Shortest cycle

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

8 Fire Spirit Zap Rage Knight

Attack Synergies 3 10

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 Mortar Elite Barbarians
Zap
Elite Barbarians Fire Spirit Knight Mortar
Knight
Mortar Fire Spirit Zap Elite Barbarians Wizard
Mortar
Knight Fire Spirit Zap
Barbarians
Elite Barbarians
Zap Rage Fire Spirit Knight Wizard
Wizard
Knight Elite Barbarians Rage
Rage
Elite Barbarians Wizard

Defense Synergies 1 9

Fire Spirit
Knight Zap
Zap
Fire Spirit Knight Mortar Barbarians Elite Barbarians
Knight
Fire Spirit Zap Mortar Wizard
Mortar
Zap Knight Wizard
Barbarians
Zap
Elite Barbarians
Zap Wizard
Wizard
Knight Mortar Elite Barbarians
Rage

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 Mortar Wizard
Barbarians Elite Barbarians Zap Knight Mortar
Mortar Barbarians Fire Spirit Knight Elite Barbarians
Barbarians Elite Barbarians Knight Mortar
Barbarians Elite Barbarians
Fire Spirit Zap
Fire Spirit Zap Mortar Wizard
Zap Barbarians
Barbarians Mortar Elite Barbarians
Knight Elite Barbarians Fire Spirit Barbarians
Barbarians Zap Knight Wizard
Zap Wizard
Mortar Barbarians Fire Spirit Zap Knight Elite Barbarians Wizard
Fire Spirit Wizard Zap Mortar Barbarians
Barbarians Elite Barbarians Knight Mortar
Barbarians Zap Mortar Elite Barbarians
Barbarians Wizard Knight Mortar Elite Barbarians
Fire Spirit Mortar Zap Knight Barbarians Elite Barbarians Wizard
Zap Mortar Wizard Fire Spirit Knight Barbarians
Barbarians Mortar Elite Barbarians
Wizard Fire Spirit Knight Barbarians Elite Barbarians

Counters to secondary win conditions

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

Knight Barbarians Zap Elite Barbarians
Zap Knight Mortar Elite Barbarians Wizard
Barbarians Zap Knight Elite Barbarians
Zap Knight Barbarians Elite Barbarians
Barbarians Knight Elite Barbarians
Fire Spirit Wizard Zap
Knight Barbarians Elite Barbarians
Knight Barbarians Elite Barbarians
Zap Knight Mortar Barbarians Elite Barbarians
Barbarians
Knight Barbarians Elite Barbarians
Zap Barbarians Elite Barbarians
Barbarians Elite Barbarians Knight Wizard
Wizard Barbarians
Barbarians Elite Barbarians Zap Knight Mortar
Zap Barbarians Elite Barbarians 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 Mortar
Mortar Zap
Knight Barbarians
Wizard Fire Spirit Zap Mortar
Wizard Fire Spirit Zap
Fire Spirit Mortar Wizard
Fire Spirit Zap Wizard
Zap Mortar Wizard
Fire Spirit Elite Barbarians
Zap Knight Mortar Wizard
Fire Spirit Zap Wizard
Fire Spirit Knight Mortar Elite Barbarians
Mortar
Zap Mortar Elite Barbarians
Zap Mortar Wizard
Mortar Wizard
Mortar
Fire Spirit Zap Mortar Wizard
Fire Spirit Zap Mortar Wizard
Wizard
Zap Mortar Barbarians
Zap Fire Spirit Mortar Wizard
Mortar Zap Wizard
Zap Mortar Wizard
Zap Mortar
Elite Barbarians Fire Spirit Zap Wizard
Zap Wizard
Elite Barbarians
Zap Mortar Wizard
Zap
Wizard
Zap Fire Spirit Barbarians
Fire Spirit Zap Wizard
Knight Wizard
Zap Mortar Wizard
Zap
Elite Barbarians
Zap Elite Barbarians
Zap
Zap Mortar

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