My Best Clash Royale Deck

Deck Check Rating

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

2 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!

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 Goblin Gang

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.

Archers Knight Royal Giant

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

Punishments

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

Goblin Gang Royal Giant 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 Goblin Gang Royal Giant 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
Archers Minions Goblin Gang Royal Giant Elite Barbarians
Giant Snowball
Fire Spirit Archers Minions Goblin Gang
Zap
Fire Spirit Archers Minions Goblin Gang Royal Giant
Barbarian Barrel
Fire Spirit Archers Knight Goblin Gang Elite Barbarians
The Log
Fire Spirit Archers Goblin Gang Royal Giant Elite Barbarians
Earthquake
Archers Goblin Gang
Arrows
Fire Spirit Archers Minions Goblin Gang
Royal Delivery
Fire Spirit Archers Knight Minions Goblin Gang Elite Barbarians
Fireball
Archers Minions Goblin Gang Elite Barbarians
Poison
Archers Minions Goblin Gang
Lightning
Knight Elite Barbarians
Rocket
Elite Barbarians

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 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 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 Minions Goblin Gang

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 Knight Minions Goblin Gang Royal Giant Elite Barbarians

Shortest cycle

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

9 Fire Spirit Zap Archers Knight

Attack Synergies 6 13

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 Elite Barbarians
Zap
Elite Barbarians Fire Spirit Archers Knight Minions Royal Giant
Archers
Knight Zap Royal Giant Elite Barbarians
Knight
Archers Minions Goblin Gang Fire Spirit Zap Elite Barbarians
Minions
Knight Royal Giant Zap Elite Barbarians
Goblin Gang
Knight Royal Giant
Royal Giant
Fire Spirit Minions Zap Archers Goblin Gang Elite Barbarians
Elite Barbarians
Zap Fire Spirit Archers Knight Minions Royal Giant

Defense Synergies 4 8

Fire Spirit
Knight Zap
Zap
Fire Spirit Archers Knight Minions Goblin Gang Elite Barbarians
Archers
Knight Zap Minions Goblin Gang
Knight
Fire Spirit Archers Minions Goblin Gang Zap
Minions
Knight Zap Archers
Goblin Gang
Knight Zap Archers
Royal Giant
Elite Barbarians
Zap

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
Elite Barbarians Zap Knight Minions Goblin Gang
Goblin Gang Fire Spirit Archers Knight Minions Elite Barbarians
Elite Barbarians Knight Minions Goblin Gang
Elite Barbarians
Goblin Gang Fire Spirit Zap Archers Minions
Minions Fire Spirit Zap Archers Goblin Gang
Zap
Minions Goblin Gang Elite Barbarians
Knight Goblin Gang Elite Barbarians Fire Spirit Archers
Archers Minions Goblin Gang Zap Knight
Minions Zap Archers Goblin Gang
Fire Spirit Zap Knight Minions Goblin Gang Elite Barbarians
Fire Spirit Zap Minions Goblin Gang
Elite Barbarians Knight Goblin Gang
Zap Goblin Gang Elite Barbarians
Knight Minions Goblin Gang Elite Barbarians
Fire Spirit Zap Archers Knight Minions Goblin Gang Elite Barbarians
Zap Fire Spirit Archers Knight Minions
Elite Barbarians
Goblin Gang Fire Spirit Archers Knight Minions Elite Barbarians

Counters to secondary win conditions

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

Knight Goblin Gang Zap Archers Elite Barbarians
Zap Archers Knight Goblin Gang Elite Barbarians
Goblin Gang Zap Knight Minions Elite Barbarians
Goblin Gang Zap Knight Elite Barbarians
Knight Goblin Gang Elite Barbarians
Fire Spirit Zap Archers Minions Goblin Gang
Goblin Gang Archers Knight Minions Elite Barbarians
Knight Elite Barbarians
Zap Knight Minions Elite Barbarians
Goblin Gang
Knight Minions Elite Barbarians
Zap Elite Barbarians
Elite Barbarians Knight Goblin Gang
Archers
Goblin Gang Elite Barbarians Zap Archers Knight Minions
Minions Zap Archers Elite Barbarians

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
Zap
Knight
Fire Spirit Zap
Fire Spirit Zap Minions
Fire Spirit Archers
Fire Spirit Zap
Zap
Fire Spirit Minions Goblin Gang Elite Barbarians
Zap Knight
Fire Spirit Zap Archers
Fire Spirit Knight Elite Barbarians
Minions
Zap Elite Barbarians
Zap
Minions
Fire Spirit Zap Archers
Fire Spirit Zap
Minions
Zap
Zap Fire Spirit
Zap
Zap
Zap
Elite Barbarians Fire Spirit Zap Archers
Zap Minions
Elite Barbarians
Zap
Zap
Zap Fire Spirit Archers Minions Goblin Gang
Fire Spirit Zap Archers
Knight Goblin Gang
Zap
Zap
Elite Barbarians
Zap Minions Goblin Gang Elite Barbarians
Zap
Zap

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: