My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Firecracker Archer Queen

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.

Ice Spirit Knight Firecracker Rune Giant Archer Queen

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Arrows Tornado

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.

Electro Spirit Ice Spirit Knight Rune Giant Archer Queen

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.

Electro Spirit Firecracker

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
Giant Snowball
Zap
Firecracker
Barbarian Barrel
Electro Spirit Ice Spirit Knight Firecracker
The Log
Electro Spirit Ice Spirit Firecracker
Earthquake
Firecracker
Arrows
Electro Spirit Ice Spirit Firecracker
Royal Delivery
Electro Spirit Ice Spirit Knight Firecracker
Fireball
Firecracker
Poison
Firecracker
Lightning
Knight Archer Queen
Rocket
Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Arrows Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Arrows Firecracker Tornado

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.

Electro Spirit Ice Spirit Arrows Knight Tornado Rune Giant

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.

Ice 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.

Electro Spirit Ice Spirit Arrows Knight Firecracker Tornado Rune Giant Archer Queen

Shortest cycle

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

8 Electro Spirit Ice Spirit Arrows Knight

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.

Electro Spirit
Ice Spirit
Knight Firecracker
Arrows
Knight
Knight
Ice Spirit Firecracker Arrows Archer Queen
Firecracker
Knight Ice Spirit Tornado Rune Giant
Tornado
Firecracker
Rune Giant
Firecracker
Archer Queen
Knight

Defense Synergies 2 9

Electro Spirit
Archer Queen
Ice Spirit
Knight Firecracker Tornado Archer Queen
Arrows
Knight Tornado
Knight
Firecracker Archer Queen Ice Spirit Arrows Tornado
Firecracker
Knight Ice Spirit Tornado
Tornado
Ice Spirit Arrows Knight Firecracker
Rune Giant
Archer Queen
Knight Electro Spirit Ice Spirit

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 Firecracker
Ice Spirit Knight Firecracker
Tornado Knight
Knight Firecracker
Arrows Firecracker Tornado
Arrows Tornado Electro Spirit Firecracker
Tornado Electro Spirit Ice Spirit Arrows Firecracker
Electro Spirit Arrows
Tornado Archer Queen
Knight Tornado Ice Spirit Firecracker
Electro Spirit Arrows Knight Firecracker Tornado
Arrows Firecracker Tornado
Ice Spirit Knight
Electro Spirit Ice Spirit Arrows Firecracker Tornado
Knight
Tornado Ice Spirit
Arrows Knight Firecracker Tornado
Ice Spirit Arrows Electro Spirit Knight Firecracker Tornado
Arrows Tornado Electro Spirit Ice Spirit Knight Firecracker
Tornado
Electro Spirit Arrows Knight Firecracker
Archer Queen

Counters to secondary win conditions

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

Knight
Arrows Knight Firecracker
Ice Spirit Knight
Knight Tornado
Knight
Arrows Firecracker Electro Spirit Ice Spirit Tornado
Knight
Knight
Electro Spirit Ice Spirit Knight Firecracker Tornado
Knight
Arrows Tornado Archer Queen
Knight
Firecracker
Electro Spirit Ice Spirit Knight Firecracker Tornado Archer Queen
Arrows Electro Spirit Firecracker Archer Queen
Electro Spirit Arrows

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 Firecracker
Arrows Firecracker Tornado
Arrows
Arrows Knight Firecracker
Arrows Firecracker
Arrows Firecracker Electro Spirit Ice Spirit Tornado
Arrows Firecracker Tornado
Arrows Ice Spirit Firecracker Tornado
Arrows Firecracker Tornado
Tornado
Firecracker Arrows Knight Tornado
Arrows Firecracker Tornado Archer Queen
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Tornado
Arrows Firecracker
Arrows Firecracker Tornado
Arrows Tornado
Tornado
Arrows
Arrows Firecracker Tornado Electro Spirit Ice Spirit
Arrows Firecracker Tornado
Arrows Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Electro Spirit Ice Spirit Firecracker
Arrows
Electro Spirit Ice Spirit Arrows Firecracker
Arrows Firecracker
Electro Spirit Ice Spirit
Arrows Firecracker Tornado Archer Queen
Arrows
Knight Firecracker
Arrows Firecracker
Arrows Tornado Archer Queen
Firecracker Archer Queen
Electro Spirit Ice Spirit Firecracker Tornado Archer Queen
Firecracker Tornado Archer Queen
Firecracker Tornado Archer Queen
Firecracker

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