My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Archers Minions Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Archers Golem Electro Wizard

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.

Fireball Poison

Pump responses

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

Fireball Poison

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.

Golem Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Poison

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 Inferno Tower Poison 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 Minions Fireball 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 Archers Minions Fireball Poison Electro Wizard Inferno Tower Golem

Shortest cycle

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

11 Fire Spirit Archers Minions Fireball

Attack Synergies 2 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.

Fire Spirit
Golem
Archers
Golem
Minions
Golem
Fireball
Golem Electro Wizard
Inferno Tower
Poison
Golem
Golem
Fireball Poison Fire Spirit Archers Minions Electro Wizard
Electro Wizard
Fireball Golem

Defense Synergies 1 11

Fire Spirit
Inferno Tower Electro Wizard
Archers
Minions Inferno Tower Electro Wizard
Minions
Archers Inferno Tower Electro Wizard
Fireball
Inferno Tower Electro Wizard
Inferno Tower
Electro Wizard Fire Spirit Archers Minions Fireball Poison
Poison
Inferno Tower Electro Wizard
Golem
Electro Wizard
Inferno Tower Fire Spirit Archers Minions Fireball Poison

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.

Minions Fireball Inferno Tower Electro Wizard
Inferno Tower Minions Electro Wizard
Inferno Tower Fire Spirit Archers Minions Electro Wizard
Inferno Tower Minions Electro Wizard
Fireball Poison
Fireball Fire Spirit Archers Minions Electro Wizard
Minions Inferno Tower Electro Wizard Fire Spirit Archers Fireball Poison
Fireball Inferno Tower Poison Electro Wizard
Inferno Tower Minions
Fire Spirit Archers Inferno Tower Electro Wizard
Archers Minions Poison Electro Wizard Fireball
Minions Inferno Tower Archers Fireball Poison Electro Wizard
Inferno Tower Fire Spirit Minions Fireball Electro Wizard
Fire Spirit Fireball Minions Poison Electro Wizard
Inferno Tower Electro Wizard
Inferno Tower Fireball Electro Wizard
Minions Fireball Inferno Tower Poison Electro Wizard
Fire Spirit Fireball Archers Minions Electro Wizard
Poison Fire Spirit Archers Minions Fireball Electro Wizard
Inferno Tower Electro Wizard
Fire Spirit Archers Minions Fireball Poison Electro Wizard

Counters to secondary win conditions

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

Archers Fireball Inferno Tower Electro Wizard
Fireball Poison Electro Wizard Archers
Minions Inferno Tower Electro Wizard
Fireball Inferno Tower Electro Wizard
Inferno Tower
Fire Spirit Fireball Poison Archers Minions Electro Wizard
Archers Minions Fireball Inferno Tower Electro Wizard
Inferno Tower
Electro Wizard Minions Fireball Inferno Tower Poison
Inferno Tower
Minions Inferno Tower
Fireball Poison Electro Wizard
Fireball Inferno Tower
Archers Fireball
Inferno Tower Electro Wizard Archers Minions Fireball Poison
Minions Poison Archers Fireball Inferno Tower Electro Wizard
Fireball Inferno 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.)

Fireball Poison
Fireball Poison Electro Wizard
Fireball Poison
Fireball Poison
Fireball Poison Fire Spirit
Fireball Poison Fire Spirit Minions
Fire Spirit Archers Poison
Fireball Poison Fire Spirit
Fireball Poison
Fire Spirit Minions Fireball Poison Electro Wizard
Poison Fireball Electro Wizard
Fireball Poison Fire Spirit Archers
Poison Fire Spirit Fireball
Minions Fireball Poison
Fireball Poison
Fireball Poison
Fireball Poison
Fireball Poison
Minions
Fire Spirit Archers Fireball Poison Electro Wizard
Fire Spirit Fireball Poison
Minions Fireball Poison
Fireball Poison
Fireball Poison
Poison Fire Spirit Fireball
Fireball Poison Electro Wizard
Fireball Poison
Fireball Poison
Poison Fire Spirit Archers Fireball Electro Wizard
Electro Wizard Minions Fireball Poison
Fireball
Poison Fireball
Fireball Poison Electro Wizard
Fireball Poison
Electro Wizard Fire Spirit Archers Minions Fireball
Fireball Poison Fire Spirit Archers Electro Wizard
Fireball
Fireball Poison Electro Wizard
Fireball Poison
Fireball Poison
Minions Fireball Poison Electro Wizard
Fireball Poison Electro Wizard
Poison Fireball Electro Wizard
Fireball

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