My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Archers Tesla

Defensive buildings

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

Tesla X-Bow

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 Tesla X-Bow

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Zap Arrows

Punishments

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

X-Bow

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 X-Bow

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows

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

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

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 Zap Archers Arrows Knight Tesla X-Bow

Shortest cycle

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

8 Fire Spirit Goblins Zap Archers

Attack Synergies 4 12

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
Zap Knight X-Bow
Goblins
Zap Archers X-Bow
Zap
Arrows X-Bow Fire Spirit Goblins Archers Knight
Archers
Knight Goblins Zap Arrows X-Bow
Arrows
Zap Archers Knight X-Bow
Knight
Archers X-Bow Fire Spirit Zap Arrows
Tesla
X-Bow
Zap Knight Fire Spirit Goblins Archers Arrows

Defense Synergies 5 15

Fire Spirit
Knight Zap
Goblins
Zap Archers Knight Tesla X-Bow
Zap
Fire Spirit Goblins Archers Arrows Knight Tesla X-Bow
Archers
Knight Goblins Zap Tesla X-Bow
Arrows
Zap Knight Tesla
Knight
Fire Spirit Archers Tesla X-Bow Goblins Zap Arrows
Tesla
Knight X-Bow Goblins Zap Archers Arrows
X-Bow
Knight Tesla Goblins Zap Archers

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 Tesla X-Bow
Goblins Zap Knight Tesla X-Bow
Tesla Fire Spirit Goblins Archers Knight
Tesla Goblins Knight
Arrows X-Bow
Arrows Fire Spirit Goblins Zap Archers Tesla X-Bow
Tesla Fire Spirit Zap Archers Arrows X-Bow
Zap Arrows Tesla X-Bow
Tesla Goblins X-Bow
Knight Fire Spirit Goblins Archers Tesla
Goblins Archers Zap Arrows Knight Tesla X-Bow
Arrows Tesla Zap Archers
Tesla Fire Spirit Zap Knight X-Bow
Fire Spirit Goblins Zap Arrows Tesla X-Bow
Knight Tesla X-Bow
Zap Tesla X-Bow
Tesla Goblins Arrows Knight X-Bow
Fire Spirit Arrows Tesla Goblins Zap Archers Knight X-Bow
Zap Arrows Fire Spirit Archers Knight Tesla
Tesla
Fire Spirit Goblins Archers Arrows Knight Tesla
Tesla

Counters to secondary win conditions

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

Knight Goblins Zap Archers Tesla X-Bow
Zap Archers Arrows Knight Tesla X-Bow
Goblins Zap Knight
Zap Knight Tesla X-Bow
Knight Tesla
Fire Spirit Arrows Zap Archers Tesla
Goblins Archers Knight Tesla
Knight Tesla
Zap Goblins Knight X-Bow
Tesla
Knight Tesla
Zap Arrows
Knight Tesla
Archers Tesla
Tesla Goblins Zap Archers Knight X-Bow
Arrows Zap Archers Tesla
Zap Arrows

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 X-Bow
Arrows Zap X-Bow
Arrows X-Bow
Arrows Knight
Fire Spirit Zap Arrows
Arrows Fire Spirit Zap
Fire Spirit Archers Arrows
Arrows X-Bow Fire Spirit Zap
Arrows Zap X-Bow
Fire Spirit Goblins X-Bow
Zap Arrows Knight X-Bow
Fire Spirit Zap Archers Arrows
Fire Spirit Knight
Arrows X-Bow
Zap Arrows X-Bow
X-Bow Zap Arrows
Arrows X-Bow
Arrows
Fire Spirit Zap Archers Arrows X-Bow
Fire Spirit Zap Arrows X-Bow
X-Bow
Arrows
X-Bow
Zap Arrows X-Bow
Zap Arrows Fire Spirit
Arrows X-Bow Zap
Zap Arrows X-Bow
Zap Arrows X-Bow
Fire Spirit Zap Archers Arrows X-Bow
Zap
Zap Arrows X-Bow
Zap Arrows
Arrows
Zap Fire Spirit Archers X-Bow
Fire Spirit Zap Archers Arrows
Arrows
Knight
Arrows Zap
Zap Arrows
Zap
Zap
Zap X-Bow

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