My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Bats Archers

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.

Bats Archers Knight X-Bow

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.

Giant Snowball Fireball

Punishments

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

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 X-Bow

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
Bats Archers Guards
Giant Snowball
Fire Spirit Bats Archers Guards
Zap
Fire Spirit Bats Archers Guards X-Bow
Barbarian Barrel
Fire Spirit Archers Knight Guards X-Bow
The Log
Fire Spirit Archers Guards X-Bow
Earthquake
Archers Guards X-Bow
Arrows
Fire Spirit Bats Archers Guards
Royal Delivery
Fire Spirit Bats Archers Knight Guards
Fireball
Archers X-Bow
Poison
Bats Archers Guards X-Bow
Lightning
Knight X-Bow
Rocket
X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Giant Snowball Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Giant Snowball Fireball

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 Bats Knight Guards

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Giant Snowball Archers Knight Guards Fireball X-Bow

Shortest cycle

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

8 Fire Spirit Bats Giant Snowball Archers

Attack Synergies 5 10

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 Snowball Knight X-Bow
Bats
Knight X-Bow
Giant Snowball
X-Bow Fire Spirit Archers Knight Fireball
Archers
Knight Giant Snowball X-Bow
Knight
Bats Archers X-Bow Fire Spirit Giant Snowball Fireball
Fireball
X-Bow Giant Snowball Knight
Guards
X-Bow
X-Bow
Giant Snowball Knight Fireball Fire Spirit Bats Archers Guards

Defense Synergies 5 11

Fire Spirit
Knight Giant Snowball
Bats
Knight Giant Snowball X-Bow
Giant Snowball
Fire Spirit Bats Archers Knight Guards X-Bow
Archers
Knight Giant Snowball Guards X-Bow
Knight
Fire Spirit Bats Archers X-Bow Giant Snowball Fireball
Fireball
X-Bow Knight
Guards
Giant Snowball Archers X-Bow
X-Bow
Knight Fireball Bats Giant Snowball Archers Guards

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 Fireball X-Bow
Bats Knight X-Bow
Fire Spirit Bats Giant Snowball Archers Knight
Bats Knight Guards
Fireball X-Bow
Fireball Fire Spirit Bats Giant Snowball Archers Guards X-Bow
Bats Giant Snowball Fire Spirit Archers Fireball X-Bow
Fireball X-Bow
X-Bow
Knight Guards Fire Spirit Giant Snowball Archers
Bats Archers Guards Giant Snowball Knight Fireball X-Bow
Bats Giant Snowball Archers Fireball
Fire Spirit Bats Giant Snowball Knight Fireball Guards X-Bow
Fire Spirit Fireball Bats Giant Snowball Guards X-Bow
Knight X-Bow
Giant Snowball Fireball X-Bow
Bats Knight Fireball X-Bow
Fire Spirit Fireball Bats Giant Snowball Archers Knight Guards X-Bow
Giant Snowball Fire Spirit Bats Archers Knight Fireball Guards
Fire Spirit Bats Giant Snowball Archers Knight Fireball Guards

Counters to secondary win conditions

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

Knight Guards Giant Snowball Archers Fireball X-Bow
Fireball Giant Snowball Archers Knight X-Bow
Guards Bats Knight
Guards Bats Knight Fireball X-Bow
Knight Guards
Fire Spirit Fireball Bats Giant Snowball Archers
Guards Bats Archers Knight Fireball
Knight
Bats Giant Snowball Knight Fireball X-Bow
Guards
Bats Knight Guards
Giant Snowball Fireball Guards
Knight Fireball Guards
Archers Fireball
Guards Bats Archers Knight Fireball X-Bow
Bats Giant Snowball Archers Fireball
Giant Snowball 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 Knight Guards X-Bow
Fireball Giant Snowball X-Bow
Fireball X-Bow
Knight Fireball Guards
Fireball Fire Spirit Giant Snowball
Fireball Fire Spirit Bats Giant Snowball
Fire Spirit Archers
Fireball X-Bow Fire Spirit Giant Snowball
Fireball Giant Snowball X-Bow
Fire Spirit Bats Giant Snowball Fireball Guards X-Bow
Knight Fireball X-Bow
Fireball Fire Spirit Giant Snowball Archers
Fire Spirit Giant Snowball Knight Fireball
Fireball X-Bow
Giant Snowball Fireball X-Bow
X-Bow Giant Snowball Fireball
Fireball X-Bow
Giant Snowball Fireball
Bats
Fire Spirit Giant Snowball Archers Fireball X-Bow
Fire Spirit Giant Snowball Fireball X-Bow
Fireball X-Bow
Giant Snowball Fireball
X-Bow
Giant Snowball Fireball X-Bow
Giant Snowball Fire Spirit Fireball
Fireball X-Bow Giant Snowball
Fireball Giant Snowball X-Bow
Fireball X-Bow
Fire Spirit Bats Giant Snowball Archers Fireball X-Bow
Bats Giant Snowball Fireball Guards
Giant Snowball Fireball
Giant Snowball Fireball X-Bow
Giant Snowball Fireball
Giant Snowball Fireball
Fire Spirit Bats Archers Fireball Guards X-Bow
Fireball Fire Spirit Giant Snowball Archers
Fireball
Fireball Knight
Giant Snowball Fireball
Giant Snowball Fireball
Bats Giant Snowball Fireball Guards
Bats Giant Snowball Fireball
Giant Snowball Fireball X-Bow
Fireball

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