My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Dart Goblin

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.

Knight Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

The Log

Punishments

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

Hog Rider Mega 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 Knight Heal Spirit Dart Goblin Hog Rider Mega Knight

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.

Hog Rider

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
Hog Rider Guards
Giant Snowball
Fire Spirit Dart Goblin Hog Rider Guards
Zap
Fire Spirit Dart Goblin Guards
Barbarian Barrel
Fire Spirit Knight Heal Spirit Dart Goblin Guards
The Log
Fire Spirit Heal Spirit Dart Goblin Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Fire Spirit Heal Spirit Dart Goblin Guards
Royal Delivery
Fire Spirit Knight Heal Spirit Dart Goblin Hog Rider Guards
Fireball
Dart Goblin Hog Rider
Poison
Dart Goblin Guards
Lightning
Knight
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log Mega Knight

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 Heal Spirit Guards Mega Knight

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 Heal Spirit Dart Goblin

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 Heal Spirit The Log Knight Dart Goblin Guards Hog Rider Mega Knight

Shortest cycle

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

7 Fire Spirit Heal Spirit The Log Knight

Attack Synergies 4 13

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
Hog Rider Knight
Knight
Dart Goblin Hog Rider Fire Spirit Heal Spirit The Log
Heal Spirit
Knight Hog Rider Guards Mega Knight
Dart Goblin
Knight Hog Rider The Log Mega Knight
Hog Rider
Fire Spirit Knight The Log Heal Spirit Dart Goblin Guards Mega Knight
Guards
Heal Spirit Hog Rider The Log
The Log
Hog Rider Knight Dart Goblin Guards Mega Knight
Mega Knight
Heal Spirit Dart Goblin Hog Rider The Log

Defense Synergies 2 7

Fire Spirit
Knight The Log
Knight
Fire Spirit Dart Goblin The Log
Heal Spirit
Dart Goblin
Knight Guards The Log Mega Knight
Hog Rider
Guards
Dart Goblin The Log
The Log
Fire Spirit Knight Dart Goblin Guards Mega Knight
Mega Knight
Dart Goblin 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.

Knight Dart Goblin The Log
Knight Dart Goblin The Log Mega Knight
Mega Knight Fire Spirit Knight Dart Goblin
Knight Dart Goblin Guards Mega Knight
The Log Mega Knight
The Log Fire Spirit Dart Goblin Guards Mega Knight
Dart Goblin Fire Spirit
Dart Goblin The Log Mega Knight
Knight Guards Fire Spirit Dart Goblin Mega Knight
Dart Goblin Guards Knight The Log Mega Knight
Dart Goblin
Mega Knight Fire Spirit Knight Guards The Log
Fire Spirit Mega Knight Dart Goblin Guards The Log
Knight Mega Knight
The Log Mega Knight
Mega Knight Knight
Fire Spirit Mega Knight Knight Dart Goblin Guards The Log
The Log Fire Spirit Knight Dart Goblin Guards Mega Knight
Dart Goblin
Mega Knight Fire Spirit Knight Dart Goblin Guards The Log

Counters to secondary win conditions

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

Knight Guards Mega Knight
Knight The Log Mega Knight
Guards Mega Knight Knight The Log
Guards Mega Knight Knight The Log
Knight Guards Mega Knight
Fire Spirit Dart Goblin
Guards Knight Dart Goblin
Mega Knight Knight
Mega Knight Knight The Log
Dart Goblin Guards
Mega Knight Knight Dart Goblin Guards
Mega Knight Guards The Log
Mega Knight Knight Guards
Dart Goblin Mega Knight
Guards Knight Dart Goblin The Log
Mega Knight Dart Goblin The Log

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 Dart Goblin Guards The Log
Dart Goblin The Log
Dart Goblin The Log
Knight Dart Goblin Guards The Log
Fire Spirit The Log Mega Knight
Fire Spirit Dart Goblin
Fire Spirit Dart Goblin The Log
The Log Fire Spirit Dart Goblin
The Log Dart Goblin
Fire Spirit Guards
Knight Dart Goblin The Log
Fire Spirit Dart Goblin
Fire Spirit Knight Dart Goblin The Log
Dart Goblin
Dart Goblin The Log
Dart Goblin The Log
Dart Goblin The Log Mega Knight
Fire Spirit Dart Goblin The Log Mega Knight
Fire Spirit Dart Goblin The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Fire Spirit Mega Knight
The Log Dart Goblin
The Log Mega Knight
Dart Goblin The Log
Fire Spirit Dart Goblin
Dart Goblin Guards
Dart Goblin The Log Mega Knight
Mega Knight
The Log
Fire Spirit Dart Goblin Guards
Fire Spirit Dart Goblin
The Log
Knight Dart Goblin Mega Knight
The Log Dart Goblin
Dart Goblin Mega Knight
Dart Goblin Guards The Log
Dart Goblin
Dart Goblin The Log Mega Knight

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