My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Mediocre
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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Firecracker Inferno Dragon

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.

Skeletons Firecracker Golem Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows Fireball

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 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 Golem

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
Skeletons Clone Inferno Dragon
Giant Snowball
Skeletons Fire Spirit Clone Inferno Dragon
Zap
Skeletons Fire Spirit Firecracker Clone Inferno Dragon
Barbarian Barrel
Skeletons Fire Spirit Firecracker Clone
The Log
Skeletons Fire Spirit Firecracker Clone
Earthquake
Skeletons Firecracker Clone
Arrows
Skeletons Fire Spirit Firecracker Clone
Royal Delivery
Skeletons Fire Spirit Firecracker Clone Inferno Dragon
Fireball
Firecracker Clone Inferno Dragon
Poison
Firecracker Clone
Lightning
Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows 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 Arrows Clone Golem Inferno Dragon

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Arrows Firecracker Clone Fireball Inferno Dragon Golem

Shortest cycle

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

8 Skeletons Fire Spirit Arrows Firecracker

Attack Synergies 4 5

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.

Skeletons
Fire Spirit
Golem Inferno Dragon
Arrows
Fireball Golem
Firecracker
Golem Inferno Dragon
Fireball
Arrows Golem
Clone
Golem Inferno Dragon
Golem
Arrows Fireball Clone Fire Spirit Firecracker
Inferno Dragon
Fire Spirit Firecracker Clone

Defense Synergies 0 5

Skeletons
Fire Spirit Firecracker Inferno Dragon
Fire Spirit
Skeletons Firecracker
Arrows
Fireball
Firecracker
Skeletons Fire Spirit
Fireball
Arrows
Clone
Golem
Inferno Dragon
Skeletons

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.

Firecracker Fireball
Inferno Dragon Skeletons Firecracker
Skeletons Fire Spirit Inferno Dragon
Inferno Dragon Skeletons Firecracker
Arrows Firecracker Fireball
Arrows Fireball Skeletons Fire Spirit Firecracker
Inferno Dragon Fire Spirit Arrows Firecracker Fireball
Arrows Fireball
Inferno Dragon Skeletons
Skeletons Fire Spirit Firecracker
Skeletons Arrows Firecracker Fireball
Arrows Inferno Dragon Firecracker Fireball
Skeletons Fire Spirit Fireball
Fire Spirit Fireball Arrows Firecracker
Inferno Dragon
Fireball Inferno Dragon
Skeletons Arrows Firecracker Fireball
Fire Spirit Arrows Fireball Firecracker
Arrows Fire Spirit Firecracker Fireball Inferno Dragon
Inferno Dragon
Fire Spirit Arrows Firecracker Fireball

Counters to secondary win conditions

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

Skeletons Fireball
Fireball Arrows Firecracker Inferno Dragon
Skeletons
Fireball
Skeletons Inferno Dragon
Fire Spirit Arrows Firecracker Fireball Skeletons
Skeletons Fireball
Inferno Dragon
Skeletons Firecracker Fireball Inferno Dragon
Skeletons Inferno Dragon
Inferno Dragon
Arrows Fireball
Skeletons Fireball
Firecracker Fireball
Skeletons Firecracker Fireball Inferno Dragon
Arrows Firecracker Fireball Inferno Dragon
Arrows 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 Arrows Firecracker
Arrows Firecracker Fireball
Arrows Fireball
Arrows Firecracker Fireball
Fireball Fire Spirit Arrows Firecracker
Arrows Firecracker Fireball Fire Spirit
Fire Spirit Arrows Firecracker
Arrows Fireball Fire Spirit Firecracker
Arrows Fireball Firecracker
Fire Spirit Fireball
Firecracker Arrows Fireball
Fireball Fire Spirit Arrows Firecracker
Fire Spirit Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Fireball
Fire Spirit Arrows Firecracker Fireball
Fire Spirit Arrows Firecracker Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Firecracker Fire Spirit Fireball
Inferno Dragon
Arrows Firecracker Fireball
Fireball Arrows
Fireball Arrows Firecracker
Fire Spirit Arrows Firecracker Fireball
Firecracker Fireball
Fireball
Arrows Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Fire Spirit Fireball
Fireball Fire Spirit Arrows Firecracker
Arrows Fireball
Fireball Firecracker
Arrows Firecracker Fireball
Arrows Fireball
Firecracker
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball

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