My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

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 Ice Wizard

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.

Archers Knight Ice Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows The Log

Punishments

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

Goblin Gang

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

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 Goblin Gang Guards
Giant Snowball
Fire Spirit Archers Goblin Gang Guards
Zap
Fire Spirit Archers Goblin Gang Guards
Barbarian Barrel
Fire Spirit Archers Knight Goblin Gang Guards Ice Wizard
The Log
Fire Spirit Archers Goblin Gang Guards
Earthquake
Archers Goblin Gang Guards
Arrows
Fire Spirit Archers Goblin Gang Guards
Royal Delivery
Fire Spirit Archers Knight Goblin Gang Guards Ice Wizard
Fireball
Archers Goblin Gang Ice Wizard
Poison
Archers Goblin Gang Guards Ice Wizard
Lightning
Knight Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows The Log Ice Wizard

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 Guards Ice Wizard

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 Ice 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 The Log Archers Arrows Knight Goblin Gang Guards Ice Wizard

Shortest cycle

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

9 Fire Spirit The Log Archers Arrows

Attack Synergies 2 6

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
Archers
Knight Arrows
Arrows
Archers Knight
Knight
Archers Goblin Gang Fire Spirit Arrows The Log Ice Wizard
Goblin Gang
Knight
Guards
The Log
The Log
Knight Guards
Ice Wizard
Knight

Defense Synergies 4 14

Fire Spirit
Knight The Log
Archers
Knight Goblin Gang Guards The Log Ice Wizard
Arrows
Knight Ice Wizard
Knight
Fire Spirit Archers Goblin Gang Ice Wizard Arrows The Log
Goblin Gang
Knight Archers Guards The Log Ice Wizard
Guards
Archers Goblin Gang The Log Ice Wizard
The Log
Fire Spirit Archers Knight Goblin Gang Guards Ice Wizard
Ice Wizard
Knight Archers Arrows Goblin Gang Guards The Log

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 The Log
Knight Goblin Gang The Log Ice Wizard
Goblin Gang Fire Spirit Archers Knight Ice Wizard
Knight Goblin Gang Guards Ice Wizard
Arrows The Log
Arrows Goblin Gang The Log Fire Spirit Archers Guards Ice Wizard
Fire Spirit Archers Arrows Goblin Gang Ice Wizard
Arrows The Log
Goblin Gang Ice Wizard
Knight Goblin Gang Guards Fire Spirit Archers Ice Wizard
Archers Goblin Gang Guards Ice Wizard Arrows Knight The Log
Arrows Archers Goblin Gang Ice Wizard
Fire Spirit Knight Goblin Gang Guards The Log Ice Wizard
Fire Spirit Arrows Goblin Gang Guards The Log
Knight Goblin Gang
Goblin Gang The Log
Arrows Knight Goblin Gang
Fire Spirit Arrows Archers Knight Goblin Gang Guards The Log Ice Wizard
Arrows The Log Fire Spirit Archers Knight Guards Ice Wizard
Goblin Gang Fire Spirit Archers Arrows Knight Guards The Log

Counters to secondary win conditions

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

Knight Goblin Gang Guards Archers
Archers Arrows Knight Goblin Gang The Log
Goblin Gang Guards Knight The Log
Goblin Gang Guards Knight The Log
Knight Goblin Gang Guards
Fire Spirit Arrows Archers Goblin Gang Ice Wizard
Goblin Gang Guards Archers Knight Ice Wizard
Knight
Knight The Log
Goblin Gang Guards
Knight Guards
Arrows Guards The Log
Knight Goblin Gang Guards
Archers
Goblin Gang Guards Archers Knight The Log
Arrows Archers The Log Ice Wizard
Arrows Ice 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.)

Arrows Knight Guards The Log
Arrows The Log Ice Wizard
Arrows The Log
Arrows Knight Guards The Log
Fire Spirit Arrows The Log
Arrows Fire Spirit Ice Wizard
Fire Spirit Archers Arrows The Log
Arrows The Log Fire Spirit Ice Wizard
Arrows The Log
Fire Spirit Goblin Gang Guards
Arrows Knight The Log
Fire Spirit Archers Arrows
Fire Spirit Knight The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Fire Spirit Archers Arrows The Log
Fire Spirit Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Fire Spirit Ice Wizard
Arrows The Log Ice Wizard
Arrows The Log
Arrows The Log
Fire Spirit Archers Arrows Ice Wizard
Guards
Arrows The Log
Arrows
Arrows The Log
Fire Spirit Archers Goblin Gang Guards
Fire Spirit Archers Arrows Ice Wizard
Arrows The Log
Knight Goblin Gang
Arrows The Log
Arrows
Goblin Gang Guards The Log
The Log

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