My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Great!
Synergy
Mediocre
Versatility
Godly!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Firecracker Minion Horde

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 Firecracker Giant Royal Ghost

Offensive cards

Win conditions

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

Giant Royal Hogs

Damage spells

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

Fireball

Punishments

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

Giant Royal Hogs Royal Ghost

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 Minion Horde Giant Royal Hogs Royal Ghost

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.

Firecracker Royal Hogs Royal Ghost

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 Minion Horde Giant Royal Hogs
Giant Snowball
Fire Spirit Archers Minion Horde Royal Hogs
Zap
Fire Spirit Archers Firecracker Minion Horde Royal Hogs
Barbarian Barrel
Fire Spirit Archers Firecracker Royal Hogs Royal Ghost
The Log
Fire Spirit Archers Firecracker Royal Hogs
Earthquake
Archers Firecracker Royal Hogs
Arrows
Fire Spirit Archers Firecracker Minion Horde Royal Hogs
Royal Delivery
Fire Spirit Archers Firecracker Minion Horde Royal Hogs Royal Ghost
Fireball
Archers Firecracker Minion Horde Royal Hogs
Poison
Archers Firecracker Minion Horde Royal Hogs
Lightning
Rocket
Minion Horde Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Firecracker Fireball Royal Ghost

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 Royal Ghost

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 Minion Horde 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.

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 Firecracker Royal Ghost Fireball Minion Horde Giant Royal Hogs

Shortest cycle

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

10 Fire Spirit Archers Firecracker Royal Ghost

Attack Synergies 0 11

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
Giant Royal Hogs
Archers
Giant Royal Hogs Royal Ghost
Firecracker
Giant Royal Hogs
Minion Horde
Giant
Fireball
Giant Royal Hogs
Giant
Fire Spirit Archers Firecracker Minion Horde Fireball Royal Ghost
Royal Hogs
Fire Spirit Archers Firecracker Fireball
Royal Ghost
Archers Giant

Defense Synergies 0 2

Fire Spirit
Firecracker
Archers
Firecracker
Firecracker
Fire Spirit Archers
Minion Horde
Fireball
Giant
Royal Hogs
Royal Ghost

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.

Firecracker Minion Horde Fireball
Minion Horde Firecracker
Minion Horde Fire Spirit Archers
Minion Horde Firecracker
Firecracker Fireball
Fireball Fire Spirit Archers Firecracker Royal Ghost
Minion Horde Fire Spirit Archers Firecracker Fireball
Fireball
Minion Horde
Fire Spirit Archers Firecracker Minion Horde Royal Ghost
Archers Minion Horde Firecracker Fireball Royal Ghost
Minion Horde Archers Firecracker Fireball
Minion Horde Fire Spirit Fireball
Fire Spirit Fireball Firecracker Minion Horde Royal Ghost
Minion Horde
Minion Horde Fireball
Minion Horde Firecracker Fireball
Fire Spirit Fireball Archers Firecracker Minion Horde Royal Ghost
Fire Spirit Archers Firecracker Fireball Royal Ghost
Royal Ghost Fire Spirit Archers Firecracker Minion Horde Fireball

Counters to secondary win conditions

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

Archers Fireball Royal Ghost
Fireball Archers Firecracker Royal Ghost
Minion Horde
Minion Horde Fireball
Minion Horde
Fire Spirit Firecracker Fireball Archers Minion Horde
Archers Minion Horde Fireball
Minion Horde
Minion Horde Firecracker Fireball
Minion Horde
Minion Horde
Fireball
Minion Horde Fireball
Archers Firecracker Minion Horde Fireball
Archers Firecracker Minion Horde Fireball
Archers Firecracker Minion Horde Fireball Royal Ghost
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 Firecracker Minion Horde Royal Ghost
Firecracker Fireball Royal Ghost
Minion Horde Fireball
Firecracker Fireball
Fireball Fire Spirit Firecracker Minion Horde
Firecracker Fireball Fire Spirit Minion Horde
Fire Spirit Archers Firecracker Minion Horde
Fireball Fire Spirit Firecracker
Fireball Firecracker
Fire Spirit Minion Horde Fireball
Firecracker Minion Horde Fireball
Fireball Fire Spirit Archers Firecracker
Fire Spirit Firecracker Fireball
Firecracker Minion Horde Fireball
Firecracker Fireball
Firecracker Minion Horde Fireball
Firecracker Minion Horde Fireball
Fireball
Minion Horde
Fire Spirit Archers Firecracker Fireball
Fire Spirit Firecracker Fireball
Minion Horde Fireball
Fireball
Minion Horde Fireball
Firecracker Fire Spirit Fireball
Minion Horde
Firecracker Fireball Royal Ghost
Fireball
Fireball Firecracker
Fire Spirit Archers Firecracker Minion Horde Fireball
Firecracker Minion Horde Fireball
Minion Horde Fireball
Minion Horde Fireball
Firecracker Minion Horde Fireball
Minion Horde
Firecracker Fireball
Minion Horde Fire Spirit Archers Fireball
Fireball Fire Spirit Archers Firecracker
Fireball
Fireball Firecracker Minion Horde
Firecracker Fireball
Fireball
Firecracker Minion Horde
Firecracker Minion Horde Fireball
Firecracker Fireball
Firecracker Fireball Royal Ghost
Fireball Firecracker

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