My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

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 Furnace

Defensive buildings

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

Furnace

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 Furnace

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.

Missing

Punishments

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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Furnace

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

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 Goblins Minions Goblin Gang Furnace

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 Goblins Archers Knight Minions Goblin Gang Furnace Royal Giant

Shortest cycle

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

9 Fire Spirit Goblins Archers Knight

Attack Synergies 6 7

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 Furnace
Goblins
Archers Royal Giant
Archers
Knight Goblins Royal Giant
Knight
Archers Minions Goblin Gang Fire Spirit Furnace
Minions
Knight Royal Giant
Goblin Gang
Knight Royal Giant
Royal Giant
Fire Spirit Minions Furnace Goblins Archers Goblin Gang
Furnace
Royal Giant Fire Spirit Knight

Defense Synergies 4 7

Fire Spirit
Knight
Goblins
Archers Knight
Archers
Knight Goblins Minions Goblin Gang Furnace
Knight
Fire Spirit Archers Minions Goblin Gang Goblins Furnace
Minions
Knight Archers
Goblin Gang
Knight Archers Furnace
Royal Giant
Furnace
Archers Knight Goblin Gang

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
Goblins Knight Minions Goblin Gang Furnace
Goblin Gang Furnace Fire Spirit Goblins Archers Knight Minions
Goblins Knight Minions Goblin Gang Furnace
Goblin Gang Fire Spirit Goblins Archers Minions Furnace
Minions Furnace Fire Spirit Archers Goblin Gang
Goblins Minions Goblin Gang Furnace
Knight Goblin Gang Fire Spirit Goblins Archers
Goblins Archers Minions Goblin Gang Knight Furnace
Minions Archers Goblin Gang Furnace
Furnace Fire Spirit Knight Minions Goblin Gang
Fire Spirit Goblins Minions Goblin Gang Furnace
Knight Goblin Gang Furnace
Goblin Gang Furnace
Goblins Knight Minions Goblin Gang Furnace
Fire Spirit Goblins Archers Knight Minions Goblin Gang Furnace
Furnace Fire Spirit Archers Knight Minions
Goblin Gang Fire Spirit Goblins Archers Knight Minions Furnace

Counters to secondary win conditions

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

Knight Goblin Gang Goblins Archers Furnace
Archers Knight Goblin Gang
Goblin Gang Goblins Knight Minions Furnace
Goblin Gang Knight
Knight Goblin Gang
Fire Spirit Furnace Archers Minions Goblin Gang
Goblin Gang Goblins Archers Knight Minions Furnace
Knight
Goblins Knight Minions
Goblin Gang
Knight Minions
Knight Goblin Gang
Archers Furnace
Goblin Gang Goblins Archers Knight Minions Furnace
Minions Archers

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
Knight
Fire Spirit Furnace
Fire Spirit Minions Furnace
Fire Spirit Archers Furnace
Fire Spirit
Fire Spirit Goblins Minions Goblin Gang
Knight
Fire Spirit Archers
Fire Spirit Knight
Minions
Furnace
Furnace
Furnace
Minions
Fire Spirit Archers
Fire Spirit
Minions
Fire Spirit Furnace
Fire Spirit Archers Furnace
Minions
Fire Spirit Archers Minions Goblin Gang
Fire Spirit Archers
Knight Goblin Gang
Minions Goblin Gang

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