My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 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 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 Minions Mega Minion Wizard

Defensive buildings

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

Cannon

Investments

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

Knight Mega Minion Battle Ram Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Missing

Punishments

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

Battle Ram

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 Goblins Knight Battle Ram

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
Minions Battle Ram
Giant Snowball
Fire Spirit Goblins Minions Cannon Mega Minion Battle Ram
Zap
Fire Spirit Goblins Minions Cannon Battle Ram
Barbarian Barrel
Fire Spirit Goblins Knight Cannon Battle Ram Wizard
The Log
Fire Spirit Goblins Cannon Battle Ram
Earthquake
Cannon
Arrows
Fire Spirit Goblins Minions
Royal Delivery
Fire Spirit Goblins Knight Minions Mega Minion Battle Ram Wizard
Fireball
Minions Cannon Mega Minion Battle Ram Wizard
Poison
Minions Cannon Mega Minion Wizard
Lightning
Knight Cannon Mega Minion Battle Ram Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard

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 Mega Minion Battle Ram

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 Goblins Minions Wizard

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 Goblins Knight Minions Cannon Mega Minion Battle Ram Wizard

Shortest cycle

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

9 Fire Spirit Goblins Knight Minions

Attack Synergies 3 6

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
Knight Mega Minion Battle Ram
Goblins
Battle Ram
Knight
Minions Mega Minion Battle Ram Fire Spirit Wizard
Minions
Knight Battle Ram
Cannon
Mega Minion
Knight Fire Spirit
Battle Ram
Knight Fire Spirit Goblins Minions
Wizard
Knight

Defense Synergies 4 9

Fire Spirit
Knight
Goblins
Knight Cannon Mega Minion Wizard
Knight
Fire Spirit Minions Cannon Mega Minion Goblins Wizard
Minions
Knight Cannon
Cannon
Knight Goblins Minions Mega Minion Wizard
Mega Minion
Knight Goblins Cannon Wizard
Battle Ram
Wizard
Goblins Knight Cannon Mega Minion

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 Minions Cannon Mega Minion Wizard
Goblins Knight Minions Cannon Mega Minion
Cannon Fire Spirit Goblins Knight Minions Mega Minion
Cannon Goblins Knight Minions Mega Minion
Fire Spirit Goblins Minions Cannon Mega Minion
Minions Mega Minion Fire Spirit Cannon Wizard
Cannon
Cannon Goblins Minions
Knight Fire Spirit Goblins Cannon
Goblins Minions Knight Cannon Mega Minion Wizard
Minions Mega Minion Wizard
Cannon Fire Spirit Knight Minions Wizard
Fire Spirit Wizard Goblins Minions Cannon Mega Minion
Knight Cannon
Cannon
Wizard Goblins Knight Minions Cannon
Fire Spirit Cannon Goblins Knight Minions Mega Minion Wizard
Wizard Fire Spirit Knight Minions Cannon Mega Minion
Cannon
Wizard Fire Spirit Goblins Knight Minions Cannon

Counters to secondary win conditions

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

Knight Goblins
Knight Mega Minion Wizard
Goblins Knight Minions
Knight
Knight Cannon
Fire Spirit Wizard Minions
Goblins Knight Minions Mega Minion
Knight
Goblins Knight Minions Mega Minion
Cannon Mega Minion
Knight Minions Mega Minion
Knight Cannon Wizard
Wizard Cannon
Goblins Knight Minions Mega Minion
Minions Cannon Mega Minion Wizard
Cannon

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.)

Knight
Knight
Wizard Fire Spirit
Wizard Fire Spirit Minions Mega Minion
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Goblins Minions
Knight Wizard
Fire Spirit Wizard
Fire Spirit Knight
Minions
Wizard
Wizard
Minions
Fire Spirit Mega Minion Wizard
Fire Spirit Wizard
Minions
Wizard
Fire Spirit Wizard
Mega Minion
Wizard
Wizard
Fire Spirit Wizard
Minions Mega Minion Wizard
Mega Minion
Wizard
Wizard
Fire Spirit Minions
Fire Spirit Mega Minion Wizard
Knight Mega Minion Wizard
Wizard
Mega Minion
Minions
Wizard

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