My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Archers Firecracker

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.

Bats Archers Knight Firecracker Elixir Golem

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Fireball

Punishments

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

Elixir Golem

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 Elixir Golem

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.

Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Firecracker Fireball

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 Bats Knight Elixir Golem

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.

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 Bats Archers Knight Firecracker Elixir Golem Fireball

Shortest cycle

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

8 Fire Spirit Goblins Bats Archers

Attack Synergies 4 8

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
Knight Elixir Golem
Goblins
Archers
Bats
Knight Firecracker Elixir Golem
Archers
Knight Goblins Elixir Golem
Knight
Bats Archers Firecracker Fire Spirit Fireball
Firecracker
Knight Elixir Golem Bats
Elixir Golem
Firecracker Fire Spirit Bats Archers Fireball
Fireball
Knight Elixir Golem

Defense Synergies 4 7

Fire Spirit
Knight Firecracker
Goblins
Archers Knight Firecracker
Bats
Knight Firecracker
Archers
Knight Goblins Firecracker
Knight
Fire Spirit Bats Archers Firecracker Goblins Fireball
Firecracker
Knight Fire Spirit Goblins Bats Archers
Elixir Golem
Fireball
Knight

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 Firecracker Fireball
Goblins Bats Knight Firecracker
Fire Spirit Goblins Bats Archers Knight
Goblins Bats Knight Firecracker
Firecracker Fireball
Fireball Fire Spirit Goblins Bats Archers Firecracker
Bats Fire Spirit Archers Firecracker Fireball
Fireball
Goblins
Knight Fire Spirit Goblins Archers Firecracker
Goblins Bats Archers Knight Firecracker Fireball
Bats Archers Firecracker Fireball
Fire Spirit Bats Knight Fireball
Fire Spirit Fireball Goblins Bats Firecracker
Knight
Fireball
Goblins Bats Knight Firecracker Fireball
Fire Spirit Fireball Goblins Bats Archers Knight Firecracker
Fire Spirit Bats Archers Knight Firecracker Fireball
Fire Spirit Goblins Bats Archers Knight Firecracker Fireball

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 Firecracker
Goblins Bats Knight
Bats Knight Fireball
Knight
Fire Spirit Firecracker Fireball Bats Archers
Goblins Bats Archers Knight Fireball
Knight
Goblins Bats Knight Firecracker Fireball
Bats Knight
Fireball
Knight Fireball
Archers Firecracker Fireball
Goblins Bats Archers Knight Firecracker Fireball
Bats Archers Firecracker Fireball
Fireball

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 Firecracker
Firecracker Fireball
Fireball
Knight Firecracker Fireball
Fireball Fire Spirit Firecracker
Firecracker Fireball Fire Spirit Bats
Fire Spirit Archers Firecracker
Fireball Fire Spirit Firecracker
Fireball Firecracker
Fire Spirit Goblins Bats Fireball
Firecracker Knight Fireball
Fireball Fire Spirit Archers Firecracker
Fire Spirit Knight Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Fireball
Bats
Fire Spirit Archers Firecracker Fireball
Fire Spirit Firecracker Fireball
Fireball
Fireball
Fireball
Firecracker Fire Spirit Fireball
Firecracker Fireball
Fireball
Fireball Firecracker
Fire Spirit Bats Archers Firecracker Fireball
Bats Firecracker Fireball
Fireball
Fireball
Firecracker Fireball
Firecracker Fireball
Fire Spirit Bats Archers Fireball
Fireball Fire Spirit Archers Firecracker
Fireball
Fireball Knight Firecracker
Firecracker Fireball
Fireball
Firecracker
Bats Firecracker Fireball
Firecracker Bats Fireball
Firecracker Fireball

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