My Best Clash Royale Deck

Deck Check Rating

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

2 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!

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 Zappies

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 Zappies Balloon Golden Knight

Offensive cards

Win conditions

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

Balloon

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 Balloon Golden Knight

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 Goblin Gang Balloon

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.

Balloon Golden Knight

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 Balloon
Giant Snowball
Fire Spirit Archers Goblin Gang Zappies Balloon
Zap
Fire Spirit Archers Goblin Gang Zappies Balloon
Barbarian Barrel
Fire Spirit Archers Goblin Gang Zappies
The Log
Fire Spirit Archers Goblin Gang Zappies
Earthquake
Archers Goblin Gang Zappies
Arrows
Fire Spirit Archers Goblin Gang Zappies
Royal Delivery
Fire Spirit Archers Goblin Gang Zappies Balloon
Fireball
Archers Goblin Gang Zappies Balloon
Poison
Archers Goblin Gang Zappies Balloon
Lightning
Balloon
Rocket
Balloon

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 The Log

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

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.

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 Goblin Gang Zappies Golden Knight Balloon

Shortest cycle

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

9 Fire Spirit The Log Archers Arrows

Attack Synergies 1 7

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
Balloon
Archers
Arrows Balloon
Arrows
Balloon Archers
Goblin Gang
Balloon
Zappies
Balloon
Balloon
Arrows Fire Spirit Archers Goblin Gang Zappies The Log Golden Knight
The Log
Balloon
Golden Knight
Balloon

Defense Synergies 0 11

Fire Spirit
The Log Golden Knight
Archers
Goblin Gang The Log Golden Knight
Arrows
Golden Knight
Goblin Gang
Archers Zappies The Log
Zappies
Goblin Gang The Log Golden Knight
Balloon
The Log
Fire Spirit Archers Goblin Gang Zappies Golden Knight
Golden Knight
Fire Spirit Archers Arrows Zappies 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.

Zappies The Log Golden Knight
Goblin Gang Zappies The Log
Goblin Gang Fire Spirit Archers Zappies
Goblin Gang Zappies
Arrows The Log
Arrows Goblin Gang The Log Fire Spirit Archers Zappies
Fire Spirit Archers Arrows Goblin Gang Zappies
Arrows The Log Golden Knight
Zappies Goblin Gang
Goblin Gang Fire Spirit Archers Zappies
Archers Goblin Gang Arrows Zappies The Log
Arrows Archers Goblin Gang Zappies
Fire Spirit Goblin Gang Zappies The Log
Fire Spirit Arrows Goblin Gang Zappies The Log Golden Knight
Goblin Gang Zappies
Goblin Gang Zappies The Log
Arrows Goblin Gang Zappies
Fire Spirit Arrows Archers Goblin Gang Zappies The Log Golden Knight
Arrows The Log Fire Spirit Archers Zappies
Zappies
Goblin Gang Fire Spirit Archers Arrows Zappies The Log

Counters to secondary win conditions

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

Goblin Gang Archers Zappies
Archers Arrows Goblin Gang The Log
Goblin Gang Zappies The Log Golden Knight
Goblin Gang Zappies The Log
Goblin Gang Zappies
Fire Spirit Arrows Archers Goblin Gang Zappies
Goblin Gang Archers Zappies
Zappies
Zappies The Log
Goblin Gang Zappies
Zappies Golden Knight
Arrows The Log
Goblin Gang Zappies Golden Knight
Archers Zappies
Goblin Gang Zappies Archers The Log Golden Knight
Arrows Archers Zappies The Log Golden Knight
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 The Log Golden Knight
Arrows The Log Golden Knight
Arrows The Log
Arrows The Log
Fire Spirit Arrows The Log
Arrows Fire Spirit
Fire Spirit Archers Arrows The Log
Arrows The Log Fire Spirit
Arrows The Log Golden Knight
Fire Spirit Goblin Gang
Arrows The Log Golden Knight
Fire Spirit Archers Arrows
Fire Spirit The Log Golden Knight
Arrows
Arrows The Log
Arrows The Log Golden Knight
Arrows The Log
Arrows
Fire Spirit Archers Arrows The Log
Fire Spirit Arrows The Log Golden Knight
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Fire Spirit
Arrows The Log Golden Knight
Arrows The Log Golden Knight
Arrows The Log Golden Knight
Fire Spirit Archers Arrows
Zappies
Arrows The Log
Arrows Zappies
Arrows The Log
Fire Spirit Archers Goblin Gang Zappies
Fire Spirit Archers Arrows Zappies
Arrows The Log
Goblin Gang
Arrows The Log
Arrows
Goblin Gang Zappies The Log Golden Knight
Zappies
The Log Golden Knight

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