My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Rascals

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 Minions

Defensive buildings

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

Cannon

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball 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

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 Minions 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 The Log Archers Knight Minions Cannon Fireball Royal Giant

Shortest cycle

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

9 Fire Spirit The Log Archers Knight

Attack Synergies 5 6

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
Archers
Knight Royal Giant
Knight
Archers Minions Fire Spirit Fireball The Log
Minions
Knight Royal Giant
Cannon
Royal Giant
Fire Spirit Minions Fireball Archers The Log
Fireball
Royal Giant Knight The Log
The Log
Knight Royal Giant Fireball

Defense Synergies 6 9

Fire Spirit
Knight The Log
Archers
Knight Minions Cannon The Log
Knight
Fire Spirit Archers Minions Cannon Fireball The Log
Minions
Knight Archers Cannon The Log
Cannon
Knight The Log Archers Minions Fireball
Royal Giant
Fireball
The Log Knight Cannon
The Log
Cannon Fireball Fire Spirit Archers 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.

Knight Minions Cannon Fireball The Log
Knight Minions Cannon The Log
Cannon Fire Spirit Archers Knight Minions
Cannon Knight Minions
Fireball The Log
Fireball The Log Fire Spirit Archers Minions Cannon
Minions Fire Spirit Archers Cannon Fireball
Cannon Fireball The Log
Cannon Minions
Knight Fire Spirit Archers Cannon
Archers Minions Knight Cannon Fireball The Log
Minions Archers Fireball
Cannon Fire Spirit Knight Minions Fireball The Log
Fire Spirit Fireball Minions Cannon The Log
Knight Cannon
Cannon Fireball The Log
Knight Minions Cannon Fireball
Fire Spirit Cannon Fireball Archers Knight Minions The Log
The Log Fire Spirit Archers Knight Minions Cannon Fireball
Cannon
Fire Spirit Archers Knight Minions Cannon Fireball The Log

Counters to secondary win conditions

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

Knight Archers Fireball
Fireball Archers Knight The Log
Knight Minions The Log
Knight Fireball The Log
Knight Cannon
Fire Spirit Fireball Archers Minions
Archers Knight Minions Fireball
Knight
Knight Minions Fireball The Log
Cannon
Knight Minions
Fireball The Log
Knight Cannon Fireball
Archers Cannon Fireball
Archers Knight Minions Fireball The Log
Minions Archers Cannon 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 The Log
Fireball The Log
Knight Fireball The Log
Fireball Fire Spirit The Log
Fireball Fire Spirit Minions
Fire Spirit Archers The Log
Fireball The Log Fire Spirit
Fireball The Log
Fire Spirit Minions Fireball
Knight Fireball The Log
Fireball Fire Spirit Archers
Fire Spirit Knight Fireball The Log
Minions Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Minions
Fire Spirit Archers Fireball The Log
Fire Spirit Fireball The Log
Minions Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fire Spirit Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fire Spirit Archers Fireball
Minions Fireball
Fireball
Fireball The Log
Fireball
Fireball The Log
Fire Spirit Archers Minions Fireball
Fireball Fire Spirit Archers
The Log Fireball
Fireball Knight
The Log Fireball
Fireball
Minions Fireball The Log
Fireball
Fireball The Log

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