My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minions Electro Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Royal Giant Electro Wizard Golden Knight

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.

Zap Arrows

Punishments

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

Royal Giant Golden Knight

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 Royal Giant

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.

Electro Wizard Golden Knight

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
Minions Royal Giant
Giant Snowball
Fire Spirit Minions
Zap
Fire Spirit Minions Royal Giant
Barbarian Barrel
Fire Spirit Bomb Tower Electro Wizard
The Log
Fire Spirit Royal Giant
Earthquake
Bomb Tower
Arrows
Fire Spirit Minions
Royal Delivery
Fire Spirit Minions Electro Wizard
Fireball
Minions Bomb Tower Electro Wizard
Poison
Minions Bomb Tower Electro Wizard
Lightning
Bomb Tower Electro Wizard
Rocket
Bomb Tower

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 Bomb Tower

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

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 Minions Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Zap Arrows Minions Bomb Tower Electro Wizard Golden Knight Royal Giant

Shortest cycle

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

9 Fire Spirit Zap Arrows Minions

Attack Synergies 5 4

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 Zap
Zap
Arrows Electro Wizard Fire Spirit Minions Royal Giant
Arrows
Zap Royal Giant
Minions
Royal Giant Zap
Royal Giant
Fire Spirit Arrows Minions Zap Electro Wizard
Bomb Tower
Electro Wizard
Zap Royal Giant
Golden Knight

Defense Synergies 2 11

Fire Spirit
Zap Electro Wizard Golden Knight
Zap
Bomb Tower Electro Wizard Fire Spirit Arrows Minions Golden Knight
Arrows
Zap Bomb Tower Golden Knight
Minions
Zap Electro Wizard Golden Knight
Royal Giant
Bomb Tower
Zap Arrows Electro Wizard
Electro Wizard
Zap Fire Spirit Minions Bomb Tower
Golden Knight
Fire Spirit Zap Arrows 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.

Zap Minions Electro Wizard Golden Knight
Bomb Tower Zap Minions Electro Wizard
Bomb Tower Fire Spirit Minions Electro Wizard
Bomb Tower Minions Electro Wizard
Arrows Bomb Tower
Arrows Fire Spirit Zap Minions Bomb Tower Electro Wizard
Minions Electro Wizard Fire Spirit Zap Arrows Bomb Tower
Zap Arrows Bomb Tower Electro Wizard Golden Knight
Minions Bomb Tower
Fire Spirit Electro Wizard
Minions Electro Wizard Zap Arrows Bomb Tower
Arrows Minions Zap Electro Wizard
Bomb Tower Fire Spirit Zap Minions Electro Wizard
Fire Spirit Bomb Tower Zap Arrows Minions Electro Wizard Golden Knight
Bomb Tower Electro Wizard
Bomb Tower Zap Electro Wizard
Bomb Tower Arrows Minions Electro Wizard
Fire Spirit Arrows Bomb Tower Zap Minions Electro Wizard Golden Knight
Zap Arrows Bomb Tower Fire Spirit Minions Electro Wizard
Bomb Tower Electro Wizard
Fire Spirit Arrows Minions Bomb Tower Electro Wizard
Bomb Tower

Counters to secondary win conditions

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

Zap Electro Wizard
Electro Wizard Zap Arrows Bomb Tower
Zap Minions Bomb Tower Electro Wizard Golden Knight
Zap Electro Wizard
Fire Spirit Arrows Zap Minions Bomb Tower Electro Wizard
Minions Bomb Tower Electro Wizard
Bomb Tower
Zap Electro Wizard Minions Bomb Tower
Minions Bomb Tower Golden Knight
Zap Arrows Electro Wizard
Bomb Tower Golden Knight
Bomb Tower
Electro Wizard Zap Minions Bomb Tower Golden Knight
Arrows Minions Zap Bomb Tower Electro Wizard Golden Knight
Zap Arrows Bomb Tower Electro 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.)

Arrows Golden Knight
Arrows Zap Electro Wizard Golden Knight
Arrows
Arrows
Fire Spirit Zap Arrows
Arrows Fire Spirit Zap Minions
Fire Spirit Arrows
Arrows Fire Spirit Zap
Arrows Zap Golden Knight
Fire Spirit Minions Electro Wizard
Zap Arrows Electro Wizard Golden Knight
Fire Spirit Zap Arrows
Fire Spirit Golden Knight
Arrows Minions
Zap Arrows
Zap Arrows Golden Knight
Arrows
Arrows
Minions
Fire Spirit Zap Arrows Electro Wizard
Fire Spirit Zap Arrows Golden Knight
Minions
Arrows
Zap Arrows
Zap Arrows Fire Spirit
Arrows Zap Electro Wizard Golden Knight
Zap Arrows Golden Knight
Zap Arrows Golden Knight
Fire Spirit Zap Arrows Electro Wizard
Zap Electro Wizard Minions
Zap Arrows
Zap Arrows Electro Wizard
Arrows
Zap Electro Wizard Fire Spirit Minions
Fire Spirit Zap Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Zap
Zap Arrows
Zap Minions Electro Wizard Golden Knight
Zap Electro Wizard
Zap Electro Wizard Golden Knight

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