My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Magic Archer

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Mortar

Investments

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

Archers Knight Royal Giant

Offensive cards

Win conditions

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

Mortar Royal Giant

Damage spells

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

Arrows

Punishments

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

Mortar 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 Mortar Royal Giant

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Mortar

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 Arrows Knight

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 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 Archers Arrows Knight Minions Cannon Mortar Royal Giant

Shortest cycle

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

10 Fire Spirit Archers Arrows Knight

Attack Synergies 7 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
Royal Giant Knight Mortar
Archers
Knight Arrows Mortar Royal Giant
Arrows
Royal Giant Archers Knight Mortar
Knight
Archers Minions Mortar Fire Spirit Arrows
Minions
Knight Royal Giant Mortar
Cannon
Mortar
Knight Royal Giant Fire Spirit Archers Arrows Minions
Royal Giant
Fire Spirit Arrows Minions Mortar Archers

Defense Synergies 4 9

Fire Spirit
Knight
Archers
Knight Minions Cannon Mortar
Arrows
Knight Cannon Mortar
Knight
Fire Spirit Archers Minions Cannon Arrows Mortar
Minions
Knight Archers Cannon Mortar
Cannon
Knight Archers Arrows Minions
Mortar
Archers Arrows Knight Minions
Royal Giant

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.

Knight Minions Cannon Mortar
Knight Minions Cannon Mortar
Cannon Mortar Fire Spirit Archers Knight Minions
Cannon Knight Minions Mortar
Arrows
Arrows Fire Spirit Archers Minions Cannon
Minions Fire Spirit Archers Arrows Cannon Mortar
Arrows Cannon
Cannon Minions Mortar
Knight Fire Spirit Archers Cannon
Archers Minions Arrows Knight Cannon
Arrows Minions Archers
Cannon Mortar Fire Spirit Knight Minions
Fire Spirit Arrows Minions Cannon Mortar
Knight Cannon Mortar
Cannon Mortar
Arrows Knight Minions Cannon Mortar
Fire Spirit Arrows Cannon Mortar Archers Knight Minions
Arrows Mortar Fire Spirit Archers Knight Minions Cannon
Cannon Mortar
Fire Spirit Archers Arrows Knight Minions Cannon

Counters to secondary win conditions

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

Knight Archers
Archers Arrows Knight Mortar
Knight Minions
Knight
Knight Cannon
Fire Spirit Arrows Archers Minions
Archers Knight Minions
Knight
Knight Minions Mortar
Cannon
Knight Minions
Arrows
Knight Cannon
Archers Cannon
Archers Knight Minions Mortar
Arrows Minions 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.)

Arrows Knight Mortar
Arrows Mortar
Arrows
Arrows Knight
Fire Spirit Arrows Mortar
Arrows Fire Spirit Minions
Fire Spirit Archers Arrows Mortar
Arrows Fire Spirit
Arrows Mortar
Fire Spirit Minions
Arrows Knight Mortar
Fire Spirit Archers Arrows
Fire Spirit Knight Mortar
Arrows Minions Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Minions
Fire Spirit Archers Arrows Mortar
Fire Spirit Arrows Mortar
Minions
Arrows
Arrows Mortar
Arrows Fire Spirit Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Fire Spirit Archers Arrows
Minions
Arrows Mortar
Arrows
Arrows
Fire Spirit Archers Minions
Fire Spirit Archers Arrows
Arrows
Knight
Arrows Mortar
Arrows
Minions
Mortar

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