My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Archers Baby Dragon Ram Rider

Defensive buildings

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

Goblin Cage

Investments

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

Archers Knight Goblin Cage Baby Dragon Lumberjack Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Earthquake

Punishments

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

Lumberjack Ram Rider

Pump responses

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

Earthquake

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 Baby Dragon Lumberjack Ram Rider

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.

Lumberjack Ram Rider

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 Ram Rider
Giant Snowball
Fire Spirit Archers Baby Dragon Lumberjack Ram Rider
Zap
Fire Spirit Archers Ram Rider
Barbarian Barrel
Fire Spirit Archers Knight Goblin Cage Lumberjack
The Log
Fire Spirit Archers Goblin Cage Lumberjack Ram Rider
Earthquake
Archers Goblin Cage
Arrows
Fire Spirit Archers
Royal Delivery
Fire Spirit Archers Knight Goblin Cage Baby Dragon Lumberjack Ram Rider
Fireball
Archers Goblin Cage Baby Dragon Lumberjack Ram Rider
Poison
Archers Goblin Cage
Lightning
Knight Goblin Cage Baby Dragon Lumberjack Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Baby Dragon

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 Knight Baby Dragon

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

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 Knight Earthquake Goblin Cage Baby Dragon Lumberjack Ram Rider

Shortest cycle

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

10 Fire Spirit Archers Knight Earthquake

Attack Synergies 2 19

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 Goblin Cage Baby Dragon Lumberjack Ram Rider
Archers
Knight Goblin Cage Baby Dragon Lumberjack Ram Rider
Knight
Archers Baby Dragon Fire Spirit Earthquake Lumberjack Ram Rider
Earthquake
Knight Ram Rider
Goblin Cage
Fire Spirit Archers Baby Dragon Lumberjack Ram Rider
Baby Dragon
Knight Fire Spirit Archers Goblin Cage Lumberjack Ram Rider
Lumberjack
Fire Spirit Archers Knight Goblin Cage Baby Dragon Ram Rider
Ram Rider
Fire Spirit Archers Knight Earthquake Goblin Cage Baby Dragon Lumberjack

Defense Synergies 2 12

Fire Spirit
Knight
Archers
Knight Goblin Cage Baby Dragon Lumberjack
Knight
Fire Spirit Archers Earthquake Goblin Cage Baby Dragon Lumberjack
Earthquake
Knight Goblin Cage
Goblin Cage
Archers Knight Earthquake Baby Dragon Lumberjack
Baby Dragon
Archers Knight Goblin Cage Lumberjack
Lumberjack
Archers Knight Goblin Cage Baby Dragon Ram Rider
Ram Rider
Lumberjack

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.

Earthquake Knight Goblin Cage Baby Dragon Ram Rider
Lumberjack Knight Goblin Cage Ram Rider
Goblin Cage Lumberjack Ram Rider Fire Spirit Archers Knight
Goblin Cage Lumberjack Knight Ram Rider
Earthquake Goblin Cage Lumberjack
Fire Spirit Archers Earthquake Baby Dragon Lumberjack
Ram Rider Fire Spirit Archers Goblin Cage Baby Dragon
Earthquake Goblin Cage Baby Dragon Ram Rider
Goblin Cage Lumberjack
Knight Fire Spirit Archers Lumberjack
Archers Knight Earthquake Baby Dragon Lumberjack Ram Rider
Archers Baby Dragon Ram Rider
Goblin Cage Lumberjack Fire Spirit Knight Earthquake Ram Rider
Fire Spirit Earthquake Goblin Cage Baby Dragon Lumberjack
Knight Goblin Cage Lumberjack Ram Rider
Goblin Cage Lumberjack Ram Rider
Knight Goblin Cage Lumberjack
Fire Spirit Goblin Cage Archers Knight Baby Dragon Lumberjack Ram Rider
Earthquake Goblin Cage Baby Dragon Fire Spirit Archers Knight Lumberjack Ram Rider
Goblin Cage Lumberjack Ram Rider
Fire Spirit Archers Knight Earthquake Baby Dragon Lumberjack
Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Archers Goblin Cage
Archers Knight Baby Dragon Lumberjack
Lumberjack Knight Goblin Cage Ram Rider
Lumberjack Knight Goblin Cage Ram Rider
Knight Goblin Cage Lumberjack Ram Rider
Fire Spirit Archers Baby Dragon Ram Rider
Archers Knight Goblin Cage Lumberjack Ram Rider
Knight Goblin Cage Lumberjack
Goblin Cage Knight Baby Dragon
Goblin Cage
Knight Goblin Cage Lumberjack
Goblin Cage
Knight Goblin Cage Lumberjack Ram Rider
Archers Goblin Cage Baby Dragon
Archers Knight Goblin Cage Baby Dragon Lumberjack
Archers Earthquake Goblin Cage Baby Dragon
Goblin Cage

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.)

Earthquake Knight Baby Dragon
Baby Dragon Ram Rider
Earthquake Baby Dragon
Earthquake Knight
Fire Spirit Earthquake Baby Dragon
Fire Spirit Baby Dragon Ram Rider
Fire Spirit Archers Earthquake Baby Dragon
Earthquake Fire Spirit Baby Dragon Ram Rider
Ram Rider
Fire Spirit Lumberjack
Knight Earthquake Ram Rider
Fire Spirit Archers Baby Dragon
Earthquake Fire Spirit Knight Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake
Fire Spirit Archers Earthquake Baby Dragon
Fire Spirit Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Fire Spirit Baby Dragon
Earthquake Baby Dragon Ram Rider
Baby Dragon Ram Rider
Baby Dragon
Fire Spirit Archers Baby Dragon
Earthquake
Earthquake
Earthquake Fire Spirit Archers
Fire Spirit Archers Baby Dragon Ram Rider
Knight Baby Dragon Lumberjack
Earthquake Baby Dragon
Baby Dragon
Baby Dragon

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