My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
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 Minions Baby Dragon

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.

Knight Baby Dragon

Offensive cards

Win conditions

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

Hog Rider

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.

Elite Barbarians Hog Rider

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 Elite Barbarians Hog Rider Baby Dragon

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 Hog Rider

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
Minions Elite Barbarians Hog Rider Skeleton Army
Giant Snowball
Fire Spirit Minions Hog Rider Skeleton Army Baby Dragon
Zap
Fire Spirit Minions Skeleton Army
Barbarian Barrel
Fire Spirit Knight Elite Barbarians Skeleton Army
The Log
Fire Spirit Elite Barbarians Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Fire Spirit Minions Skeleton Army
Royal Delivery
Fire Spirit Knight Minions Elite Barbarians Hog Rider Skeleton Army Baby Dragon
Fireball
Minions Elite Barbarians Hog Rider Skeleton Army Baby Dragon
Poison
Minions Skeleton Army
Lightning
Knight Elite Barbarians Baby Dragon
Rocket
Elite Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Baby Dragon

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 Skeleton Army Baby Dragon

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 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 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 Knight Minions Skeleton Army Hog Rider Baby Dragon Elite Barbarians

Shortest cycle

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

9 Fire Spirit Zap Knight Minions

Attack Synergies 7 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
Hog Rider Zap Knight Elite Barbarians Baby Dragon
Zap
Elite Barbarians Hog Rider Fire Spirit Knight Minions Baby Dragon
Knight
Minions Hog Rider Baby Dragon Fire Spirit Zap Elite Barbarians
Minions
Knight Hog Rider Zap Elite Barbarians Baby Dragon
Elite Barbarians
Zap Fire Spirit Knight Minions Hog Rider
Hog Rider
Fire Spirit Zap Knight Minions Elite Barbarians Baby Dragon
Skeleton Army
Baby Dragon
Knight Fire Spirit Zap Minions Hog Rider

Defense Synergies 2 9

Fire Spirit
Knight Zap
Zap
Fire Spirit Knight Minions Elite Barbarians Skeleton Army Baby Dragon
Knight
Fire Spirit Minions Zap Skeleton Army Baby Dragon
Minions
Knight Zap Baby Dragon
Elite Barbarians
Zap
Hog Rider
Skeleton Army
Zap Knight
Baby Dragon
Zap Knight 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.

Zap Knight Minions Baby Dragon
Elite Barbarians Skeleton Army Zap Knight Minions
Skeleton Army Fire Spirit Knight Minions Elite Barbarians
Elite Barbarians Skeleton Army Knight Minions
Elite Barbarians Skeleton Army
Skeleton Army Fire Spirit Zap Minions Baby Dragon
Minions Fire Spirit Zap Baby Dragon
Zap Baby Dragon
Minions Elite Barbarians Skeleton Army
Knight Elite Barbarians Skeleton Army Fire Spirit
Minions Skeleton Army Zap Knight Baby Dragon
Minions Zap Baby Dragon
Skeleton Army Fire Spirit Zap Knight Minions Elite Barbarians
Fire Spirit Skeleton Army Zap Minions Baby Dragon
Elite Barbarians Skeleton Army Knight
Skeleton Army Zap Elite Barbarians
Knight Minions Elite Barbarians Skeleton Army
Fire Spirit Zap Knight Minions Elite Barbarians Skeleton Army Baby Dragon
Zap Baby Dragon Fire Spirit Knight Minions
Elite Barbarians
Skeleton Army Fire Spirit Knight Minions Elite Barbarians Baby Dragon

Counters to secondary win conditions

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

Knight Skeleton Army Zap Elite Barbarians
Zap Knight Elite Barbarians Baby Dragon
Skeleton Army Zap Knight Minions Elite Barbarians
Skeleton Army Zap Knight Elite Barbarians
Knight Elite Barbarians Skeleton Army
Fire Spirit Zap Minions Baby Dragon
Skeleton Army Knight Minions Elite Barbarians
Knight Elite Barbarians Skeleton Army
Zap Knight Minions Elite Barbarians Skeleton Army Baby Dragon
Skeleton Army
Knight Minions Elite Barbarians
Skeleton Army Zap Elite Barbarians
Elite Barbarians Skeleton Army Knight
Skeleton Army Baby Dragon
Elite Barbarians Skeleton Army Zap Knight Minions Baby Dragon
Minions Zap Elite Barbarians Baby Dragon

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 Baby Dragon
Zap Baby Dragon
Baby Dragon
Knight
Fire Spirit Zap Baby Dragon
Fire Spirit Zap Minions Baby Dragon
Fire Spirit Baby Dragon
Fire Spirit Zap Baby Dragon
Zap
Fire Spirit Minions Elite Barbarians
Zap Knight
Fire Spirit Zap Baby Dragon
Fire Spirit Knight Elite Barbarians Baby Dragon
Minions Baby Dragon
Zap Elite Barbarians Baby Dragon
Zap Baby Dragon
Baby Dragon
Minions
Fire Spirit Zap Baby Dragon
Fire Spirit Zap Baby Dragon
Minions Baby Dragon
Zap Baby Dragon
Zap Fire Spirit Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Elite Barbarians Fire Spirit Zap Baby Dragon
Zap Minions
Elite Barbarians
Zap
Zap
Zap Fire Spirit Minions Skeleton Army
Fire Spirit Zap Baby Dragon
Knight Baby Dragon
Zap Baby Dragon
Zap
Elite Barbarians
Zap Minions Elite Barbarians Baby Dragon
Zap
Zap Baby Dragon

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