My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 Magic Archer

Defensive buildings

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

X-Bow

Investments

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

Knight Prince X-Bow Magic Archer

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Zap Fireball Goblin Curse

Punishments

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

Prince X-Bow

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 Knight Prince X-Bow Magic Archer

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.

Magic Archer

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
Goblin Curse Prince
Giant Snowball
Fire Spirit Goblin Curse
Zap
Fire Spirit Goblin Curse Prince X-Bow
Barbarian Barrel
Fire Spirit Knight Goblin Curse X-Bow Magic Archer
The Log
Fire Spirit Goblin Curse Prince X-Bow
Earthquake
X-Bow
Arrows
Fire Spirit Goblin Curse
Royal Delivery
Fire Spirit Knight Prince Magic Archer
Fireball
X-Bow Magic Archer
Poison
Goblin Curse X-Bow Magic Archer
Lightning
Knight Prince X-Bow Magic Archer
Rocket
Prince X-Bow Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball Magic Archer

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 Goblin Curse Prince

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Goblin Curse Knight Fireball Magic Archer Prince X-Bow

Shortest cycle

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

8 Fire Spirit Zap Goblin Curse Knight

Attack Synergies 6 14

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
Zap Knight Goblin Curse Prince X-Bow
Zap
Fireball Goblin Curse Prince X-Bow Fire Spirit Knight Magic Archer
Knight
X-Bow Fire Spirit Zap Fireball Prince Magic Archer
Fireball
Zap X-Bow Knight Goblin Curse Magic Archer
Goblin Curse
Zap Fire Spirit Fireball Magic Archer
Prince
Zap Fire Spirit Knight Magic Archer
X-Bow
Zap Knight Fireball Fire Spirit
Magic Archer
Zap Knight Fireball Goblin Curse Prince

Defense Synergies 5 7

Fire Spirit
Knight Zap
Zap
Fireball Fire Spirit Knight Prince X-Bow Magic Archer
Knight
Fire Spirit X-Bow Magic Archer Zap Fireball
Fireball
Zap X-Bow Knight
Goblin Curse
Prince
Zap Magic Archer
X-Bow
Knight Fireball Zap
Magic Archer
Knight Zap Prince

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.

Zap Knight Fireball X-Bow Magic Archer
Zap Knight Goblin Curse Prince X-Bow
Prince Fire Spirit Knight Goblin Curse
Prince Knight Goblin Curse
Fireball Prince X-Bow
Fireball Fire Spirit Zap X-Bow Magic Archer
Fire Spirit Zap Fireball Goblin Curse X-Bow Magic Archer
Zap Fireball X-Bow Magic Archer
Goblin Curse Prince X-Bow
Knight Fire Spirit Prince
Goblin Curse Zap Knight Fireball X-Bow Magic Archer
Zap Fireball Goblin Curse Magic Archer
Prince Fire Spirit Zap Knight Fireball Goblin Curse X-Bow
Fire Spirit Fireball Zap Goblin Curse Prince X-Bow Magic Archer
Knight Goblin Curse Prince X-Bow
Zap Fireball Goblin Curse Prince X-Bow
Knight Fireball Prince X-Bow
Fire Spirit Fireball Zap Knight Prince X-Bow Magic Archer
Zap Fire Spirit Knight Fireball Goblin Curse Magic Archer
Goblin Curse Prince
Fire Spirit Knight Fireball Goblin Curse Prince

Counters to secondary win conditions

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

Knight Zap Fireball Prince X-Bow
Fireball Zap Knight Prince X-Bow Magic Archer
Zap Knight Prince
Prince Zap Knight Fireball X-Bow
Knight Goblin Curse Prince
Fire Spirit Fireball Zap Goblin Curse Magic Archer
Prince Knight Fireball
Knight Goblin Curse Prince
Zap Knight Fireball Prince X-Bow Magic Archer
Goblin Curse
Knight Prince
Zap Fireball Prince
Prince Knight Fireball Goblin Curse
Fireball Goblin Curse Magic Archer
Zap Knight Fireball Prince X-Bow Magic Archer
Zap Fireball Goblin Curse Magic Archer
Zap 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 Magic Archer Knight X-Bow
Fireball Zap Goblin Curse X-Bow Magic Archer
Fireball X-Bow Magic Archer
Knight Fireball Prince
Fireball Fire Spirit Zap Goblin Curse Magic Archer
Fireball Fire Spirit Zap Goblin Curse Magic Archer
Fire Spirit Magic Archer
Fireball X-Bow Fire Spirit Zap Goblin Curse Magic Archer
Fireball Zap X-Bow
Fire Spirit Fireball Prince X-Bow
Zap Knight Fireball Prince X-Bow Magic Archer
Fireball Fire Spirit Zap Goblin Curse Magic Archer
Fire Spirit Knight Fireball Magic Archer
Fireball X-Bow Magic Archer
Zap Fireball Prince X-Bow Magic Archer
X-Bow Zap Fireball Magic Archer
Magic Archer Fireball X-Bow
Fireball
Fire Spirit Zap Fireball Prince X-Bow Magic Archer
Fire Spirit Zap Fireball Goblin Curse X-Bow Magic Archer
Fireball Prince X-Bow Magic Archer
Fireball
Prince X-Bow
Zap Fireball X-Bow
Zap Goblin Curse Fire Spirit Fireball Magic Archer
Fireball X-Bow Zap Magic Archer
Fireball Zap Prince X-Bow Magic Archer
Fireball Zap Goblin Curse X-Bow Magic Archer
Fire Spirit Zap Fireball Goblin Curse X-Bow Magic Archer
Zap Fireball
Fireball
Zap Fireball X-Bow Magic Archer
Zap Fireball Magic Archer
Prince
Fireball Goblin Curse Magic Archer
Zap Fire Spirit Fireball Prince X-Bow Magic Archer
Fireball Fire Spirit Zap Goblin Curse Magic Archer
Fireball
Fireball Knight Prince Magic Archer
Zap Fireball Magic Archer
Zap Fireball
Prince
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Prince X-Bow Magic Archer
Prince
Fireball

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