My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Good
Versatility
Mediocre
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 Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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

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.

Fireball Tornado The Log

Punishments

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

Royal Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Tornado The Log

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 Tornado

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 Fireball

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 Fireball

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 The Log Archers Knight Tornado Fireball Royal Giant

Shortest cycle

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

8 Fire Spirit Goblins The Log Archers

Attack Synergies 4 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
Royal Giant Knight
Goblins
Archers Royal Giant
Archers
Knight Goblins Royal Giant
Knight
Archers Fire Spirit Fireball The Log
Royal Giant
Fire Spirit Fireball Goblins Archers Tornado The Log
Fireball
Royal Giant Tornado Knight The Log
Tornado
Fireball Royal Giant The Log
The Log
Knight Royal Giant Fireball Tornado

Defense Synergies 4 11

Fire Spirit
Knight Tornado The Log
Goblins
Archers Knight The Log
Archers
Knight Goblins Tornado The Log
Knight
Fire Spirit Archers Goblins Fireball Tornado The Log
Royal Giant
Fireball
Tornado The Log Knight
Tornado
Fireball Fire Spirit Archers Knight The Log
The Log
Fireball Fire Spirit Goblins Archers Knight Tornado

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 Fireball The Log
Goblins Knight The Log
Tornado Fire Spirit Goblins Archers Knight
Goblins Knight
Fireball Tornado The Log
Fireball Tornado The Log Fire Spirit Goblins Archers
Tornado Fire Spirit Archers Fireball
Fireball The Log
Goblins Tornado
Knight Tornado Fire Spirit Goblins Archers
Goblins Archers Knight Fireball Tornado The Log
Archers Fireball Tornado
Fire Spirit Knight Fireball The Log
Fire Spirit Fireball Goblins Tornado The Log
Knight
Tornado Fireball The Log
Goblins Knight Fireball Tornado
Fire Spirit Fireball Goblins Archers Knight Tornado The Log
Tornado The Log Fire Spirit Archers Knight Fireball
Tornado
Fire Spirit Goblins Archers Knight Fireball The Log

Counters to secondary win conditions

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

Knight Goblins Archers Fireball
Fireball Archers Knight The Log
Goblins Knight The Log
Knight Fireball Tornado The Log
Knight
Fire Spirit Fireball Archers Tornado
Goblins Archers Knight Fireball
Knight
Goblins Knight Fireball Tornado The Log
Knight
Fireball Tornado The Log
Knight Fireball
Archers Fireball
Goblins Archers Knight Fireball Tornado The Log
Archers Fireball The Log

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.)

Fireball Knight The Log
Fireball Tornado The Log
Fireball The Log
Knight Fireball The Log
Fireball Fire Spirit The Log
Fireball Fire Spirit Tornado
Fire Spirit Archers Tornado The Log
Fireball The Log Fire Spirit Tornado
Fireball The Log Tornado
Fire Spirit Goblins Fireball Tornado
Knight Fireball Tornado The Log
Fireball Fire Spirit Archers Tornado
Fire Spirit Knight Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Tornado
Fire Spirit Archers Fireball The Log
Fire Spirit Fireball Tornado The Log
Fireball The Log
Fireball Tornado
Tornado The Log
Fireball The Log
Tornado The Log Fire Spirit Fireball
Fireball The Log Tornado
Fireball Tornado The Log
Fireball Tornado The Log
Fire Spirit Archers Fireball Tornado
Fireball
Fireball
Fireball The Log
Fireball
Fireball The Log
Fire Spirit Archers Fireball
Fireball Fire Spirit Archers Tornado
The Log Fireball
Fireball Knight
The Log Fireball
Fireball Tornado
Fireball Tornado The Log
Fireball Tornado
Fireball Tornado The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: