My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 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.

Fire Spirit Baby Dragon Electro Dragon

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 Elixir Collector Baby Dragon Electro Dragon Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Missing

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

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 Baby Dragon Golem

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 Dragon Golem

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
Guards
Giant Snowball
Fire Spirit Cannon Guards Baby Dragon Electro Dragon
Zap
Fire Spirit Cannon Guards
Barbarian Barrel
Fire Spirit Knight Cannon Guards
The Log
Fire Spirit Cannon Guards
Earthquake
Cannon Elixir Collector Guards
Arrows
Fire Spirit Guards
Royal Delivery
Fire Spirit Knight Guards Baby Dragon Electro Dragon
Fireball
Cannon Elixir Collector Baby Dragon Electro Dragon
Poison
Cannon Elixir Collector Guards Electro Dragon
Lightning
Knight Cannon Elixir Collector Baby Dragon Electro Dragon
Rocket
Elixir Collector Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Baby Dragon Electro Dragon

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 Elixir Collector Guards Baby Dragon Golem

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Knight Cannon Guards Baby Dragon Electro Dragon Elixir Collector Golem

Shortest cycle

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

10 Fire Spirit Knight Cannon Guards

Attack Synergies 3 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.

Fire Spirit
Knight Baby Dragon Golem
Knight
Baby Dragon Fire Spirit Electro Dragon
Cannon
Elixir Collector
Guards
Baby Dragon
Knight Golem Fire Spirit Electro Dragon
Electro Dragon
Golem Knight Baby Dragon
Golem
Baby Dragon Electro Dragon Fire Spirit

Defense Synergies 3 7

Fire Spirit
Knight
Knight
Fire Spirit Cannon Electro Dragon Baby Dragon
Cannon
Knight Guards Baby Dragon Electro Dragon
Elixir Collector
Guards
Cannon Baby Dragon Electro Dragon
Baby Dragon
Knight Cannon Guards Electro Dragon
Electro Dragon
Knight Cannon Guards Baby Dragon
Golem

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 Cannon Baby Dragon Electro Dragon
Knight Cannon Electro Dragon
Cannon Fire Spirit Knight Electro Dragon
Cannon Knight Guards Electro Dragon
Fire Spirit Cannon Guards Baby Dragon Electro Dragon
Fire Spirit Cannon Baby Dragon Electro Dragon
Cannon Baby Dragon Electro Dragon
Cannon
Knight Guards Fire Spirit Cannon
Guards Knight Cannon Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Cannon Fire Spirit Knight Guards Electro Dragon
Fire Spirit Cannon Guards Baby Dragon Electro Dragon
Knight Cannon
Cannon
Knight Cannon Electro Dragon
Fire Spirit Cannon Knight Guards Baby Dragon Electro Dragon
Baby Dragon Fire Spirit Knight Cannon Guards Electro Dragon
Cannon
Fire Spirit Knight Cannon Guards Baby Dragon Electro Dragon

Counters to secondary win conditions

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

Knight Guards
Knight Baby Dragon Electro Dragon
Guards Knight Electro Dragon
Guards Knight
Knight Cannon Guards
Fire Spirit Baby Dragon Electro Dragon
Guards Knight
Knight
Electro Dragon Knight Baby Dragon
Cannon Guards
Knight Guards Electro Dragon
Guards
Knight Cannon Guards
Cannon Baby Dragon Electro Dragon
Guards Electro Dragon Knight Baby Dragon
Cannon Baby Dragon Electro Dragon
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 Guards Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Knight Guards
Fire Spirit Baby Dragon
Fire Spirit Baby Dragon Electro Dragon
Fire Spirit Baby Dragon
Fire Spirit Baby Dragon Electro Dragon
Electro Dragon
Fire Spirit Guards Electro Dragon
Knight Electro Dragon
Fire Spirit Baby Dragon Electro Dragon
Fire Spirit Knight Baby Dragon
Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Fire Spirit Baby Dragon Electro Dragon
Fire Spirit Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Fire Spirit Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon
Fire Spirit Baby Dragon Electro Dragon
Electro Dragon Guards
Electro Dragon
Electro Dragon
Fire Spirit Guards Electro Dragon
Fire Spirit Baby Dragon Electro Dragon
Knight Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Electro Dragon
Electro Dragon Guards Baby Dragon
Electro Dragon
Electro Dragon Baby Dragon
Electro Dragon

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