My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

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!
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 Ice Wizard

Defensive buildings

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

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Tombstone Ice Wizard

Offensive cards

Win conditions

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

Miner

Damage spells

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

Arrows Poison The Log

Punishments

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

Miner

Pump responses

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

Poison Miner

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

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.

Miner

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
Miner
Giant Snowball
Fire Spirit Tombstone Miner
Zap
Fire Spirit Tombstone
Barbarian Barrel
Fire Spirit Knight Tombstone Ice Wizard
The Log
Fire Spirit Tombstone
Earthquake
Tombstone
Arrows
Fire Spirit Tombstone
Royal Delivery
Fire Spirit Knight Miner Ice Wizard
Fireball
Tombstone Ice Wizard
Poison
Tombstone Ice Wizard
Lightning
Knight Tombstone Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Poison The Log Ice Wizard

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 Tombstone Poison Miner Ice Wizard

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 Ice Wizard

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.

Mediocre

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 Arrows Knight Tombstone Miner Ice Wizard Poison

Shortest cycle

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

9 Fire Spirit The Log Arrows Knight

Attack Synergies 2 9

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
Miner Knight
Arrows
Knight Miner
Knight
Fire Spirit Arrows Poison The Log Miner Ice Wizard
Tombstone
Poison
Miner Knight The Log
The Log
Knight Poison Miner
Miner
Fire Spirit Poison Arrows Knight The Log
Ice Wizard
Knight

Defense Synergies 2 12

Fire Spirit
Knight The Log
Arrows
Knight Tombstone Ice Wizard
Knight
Fire Spirit Ice Wizard Arrows Poison The Log
Tombstone
Arrows Poison Ice Wizard
Poison
Knight Tombstone The Log Ice Wizard
The Log
Fire Spirit Knight Poison Miner Ice Wizard
Miner
The Log
Ice Wizard
Knight Arrows Tombstone Poison The Log

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 Tombstone The Log
Knight Tombstone The Log Ice Wizard
Fire Spirit Knight Tombstone Ice Wizard
Knight Tombstone Ice Wizard
Arrows Tombstone Poison The Log
Arrows The Log Fire Spirit Ice Wizard
Fire Spirit Arrows Tombstone Poison Ice Wizard
Arrows Poison The Log
Tombstone Ice Wizard
Knight Fire Spirit Miner Ice Wizard
Poison Ice Wizard Arrows Knight Tombstone The Log
Arrows Poison Ice Wizard
Tombstone Fire Spirit Knight The Log Ice Wizard
Fire Spirit Arrows Tombstone Poison The Log
Knight Tombstone
The Log
Arrows Knight Tombstone Poison
Fire Spirit Arrows Tombstone Knight The Log Ice Wizard
Arrows Poison The Log Fire Spirit Knight Tombstone Ice Wizard
Fire Spirit Arrows Knight Poison The Log

Counters to secondary win conditions

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

Knight Tombstone
Poison Arrows Knight The Log Miner
Tombstone Knight The Log
Knight The Log
Knight Tombstone
Fire Spirit Arrows Poison Ice Wizard
Knight Tombstone Ice Wizard
Knight
Knight Tombstone Poison The Log
Tombstone
Knight Tombstone
Arrows Poison The Log
Knight Tombstone
Tombstone Knight Poison The Log
Arrows Poison The Log Ice Wizard
Arrows Tombstone Ice Wizard

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.)

Poison Arrows Knight The Log
Arrows Poison The Log Miner Ice Wizard
Arrows Poison The Log Miner
Arrows Knight Poison The Log
Poison Fire Spirit Arrows The Log
Arrows Poison Fire Spirit Ice Wizard
Fire Spirit Arrows Poison The Log
Arrows Poison The Log Fire Spirit Ice Wizard
Arrows Poison The Log Miner
Fire Spirit Poison
Poison Miner Arrows Knight The Log
Poison Fire Spirit Arrows
Poison Fire Spirit Knight The Log Miner
Arrows Poison
Arrows Poison The Log
Arrows Poison The Log
Arrows Poison The Log
Arrows Poison
Fire Spirit Arrows Poison The Log
Fire Spirit Arrows Poison The Log Miner
Poison The Log
Arrows Poison
The Log
Arrows Poison The Log
Arrows Poison The Log Fire Spirit Ice Wizard
Arrows Poison The Log Miner Ice Wizard
Arrows Poison The Log Miner
Poison Miner Arrows The Log
Poison Fire Spirit Arrows Ice Wizard
Poison
Poison Arrows The Log Miner
Arrows Poison
Arrows Poison The Log
Fire Spirit Tombstone
Poison Fire Spirit Arrows Ice Wizard
Arrows The Log
Poison Miner Knight
Arrows The Log Poison
Arrows Poison
Poison The Log
Poison
Poison The Log Miner

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