My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Archers Goblin Gang

Defensive buildings

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

Mortar

Investments

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

Skeletons Archers Knight Battle Ram

Offensive cards

Win conditions

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

Mortar Battle Ram

Damage spells

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

Arrows

Punishments

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

Goblin Gang Mortar Battle Ram

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 Knight Goblin Gang Mortar Battle Ram

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 Archers Goblin Gang Battle Ram
Giant Snowball
Skeletons Fire Spirit Archers Goblin Gang Battle Ram
Zap
Skeletons Fire Spirit Archers Goblin Gang Mortar Battle Ram
Barbarian Barrel
Skeletons Fire Spirit Archers Knight Goblin Gang Mortar Battle Ram
The Log
Skeletons Fire Spirit Archers Goblin Gang Battle Ram
Earthquake
Skeletons Archers Goblin Gang Mortar
Arrows
Skeletons Fire Spirit Archers Goblin Gang
Royal Delivery
Skeletons Fire Spirit Archers Knight Goblin Gang Battle Ram
Fireball
Archers Goblin Gang Mortar Battle Ram
Poison
Archers Goblin Gang Mortar
Lightning
Knight Mortar Battle Ram
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Mortar

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 Battle Ram

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 Goblin Gang

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.

Skeletons Fire Spirit Archers Arrows Knight Goblin Gang Mortar Battle Ram

Shortest cycle

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

8 Skeletons Fire Spirit Archers Arrows

Attack Synergies 4 11

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
Knight Mortar Battle Ram
Archers
Knight Arrows Mortar Battle Ram
Arrows
Archers Knight Mortar Battle Ram
Knight
Archers Goblin Gang Mortar Battle Ram Fire Spirit Arrows
Goblin Gang
Knight Mortar Battle Ram
Mortar
Knight Fire Spirit Archers Arrows Goblin Gang
Battle Ram
Knight Fire Spirit Archers Arrows Goblin Gang

Defense Synergies 3 10

Skeletons
Fire Spirit Archers Knight Mortar
Fire Spirit
Knight Skeletons
Archers
Knight Skeletons Goblin Gang Mortar
Arrows
Knight Mortar
Knight
Fire Spirit Archers Goblin Gang Skeletons Arrows Mortar
Goblin Gang
Knight Archers Mortar
Mortar
Skeletons Archers Arrows Knight Goblin Gang
Battle Ram

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 Mortar
Skeletons Knight Goblin Gang Mortar
Goblin Gang Mortar Skeletons Fire Spirit Archers Knight
Skeletons Knight Goblin Gang Mortar
Arrows
Arrows Goblin Gang Skeletons Fire Spirit Archers
Fire Spirit Archers Arrows Goblin Gang Mortar
Arrows
Skeletons Goblin Gang Mortar
Knight Goblin Gang Skeletons Fire Spirit Archers
Archers Goblin Gang Skeletons Arrows Knight
Arrows Archers Goblin Gang
Mortar Skeletons Fire Spirit Knight Goblin Gang
Fire Spirit Arrows Goblin Gang Mortar
Knight Goblin Gang Mortar
Goblin Gang Mortar
Skeletons Arrows Knight Goblin Gang Mortar
Fire Spirit Arrows Mortar Archers Knight Goblin Gang
Arrows Mortar Fire Spirit Archers Knight
Mortar
Goblin Gang Fire Spirit Archers Arrows Knight

Counters to secondary win conditions

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

Knight Goblin Gang Skeletons Archers
Archers Arrows Knight Goblin Gang Mortar
Goblin Gang Skeletons Knight
Goblin Gang Knight
Skeletons Knight Goblin Gang
Fire Spirit Arrows Skeletons Archers Goblin Gang
Goblin Gang Skeletons Archers Knight
Knight
Skeletons Knight Mortar
Skeletons Goblin Gang
Knight
Arrows
Skeletons Knight Goblin Gang
Archers
Goblin Gang Skeletons Archers Knight Mortar
Arrows Archers
Arrows Mortar

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 Knight Mortar
Arrows Mortar
Arrows
Arrows Knight
Fire Spirit Arrows Mortar
Arrows Fire Spirit
Fire Spirit Archers Arrows Mortar
Arrows Fire Spirit
Arrows Mortar
Fire Spirit Goblin Gang
Arrows Knight Mortar
Fire Spirit Archers Arrows
Fire Spirit Knight Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Fire Spirit Archers Arrows Mortar
Fire Spirit Arrows Mortar
Arrows
Arrows Mortar
Arrows Fire Spirit Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Fire Spirit Archers Arrows
Arrows Mortar
Arrows
Arrows
Fire Spirit Archers Goblin Gang
Fire Spirit Archers Arrows
Arrows
Knight Goblin Gang
Arrows Mortar
Arrows
Goblin Gang
Mortar
Mortar

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