My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Spear Goblins Minions

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.

Spear Goblins 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.

Zap

Punishments

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

Elite Barbarians Hog Rider

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 Spear Goblins Knight Elite Barbarians Hog Rider

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.

Elite Barbarians 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
Spear Goblins Minions Elite Barbarians Hog Rider Skeleton Army
Giant Snowball
Fire Spirit Spear Goblins Minions Hog Rider Skeleton Army
Zap
Fire Spirit Spear Goblins Minions Skeleton Army
Barbarian Barrel
Fire Spirit Spear Goblins Knight Elite Barbarians Skeleton Army
The Log
Fire Spirit Spear Goblins Elite Barbarians Hog Rider Skeleton Army
Earthquake
Spear Goblins Hog Rider Skeleton Army
Arrows
Fire Spirit Spear Goblins Minions Skeleton Army
Royal Delivery
Fire Spirit Spear Goblins Knight Minions Elite Barbarians Hog Rider Skeleton Army
Fireball
Minions Elite Barbarians Hog Rider Skeleton Army
Poison
Spear Goblins Minions Skeleton Army
Lightning
Knight Elite Barbarians
Rocket
Elite Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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 Spear Goblins Knight Skeleton Army

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.

Elite Barbarians Skeleton Army

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 Minions

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 Spear Goblins Zap Knight Minions Skeleton Army Hog Rider Elite Barbarians

Shortest cycle

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

8 Fire Spirit Spear Goblins Zap Knight

Attack Synergies 8 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
Hog Rider Zap Knight Elite Barbarians
Spear Goblins
Knight Hog Rider Zap Elite Barbarians
Zap
Elite Barbarians Hog Rider Fire Spirit Spear Goblins Knight Minions
Knight
Spear Goblins Minions Hog Rider Fire Spirit Zap Elite Barbarians
Minions
Knight Hog Rider Zap Elite Barbarians
Elite Barbarians
Zap Fire Spirit Spear Goblins Knight Minions Hog Rider
Hog Rider
Fire Spirit Spear Goblins Zap Knight Minions Elite Barbarians
Skeleton Army

Defense Synergies 3 10

Fire Spirit
Knight Spear Goblins Zap
Spear Goblins
Knight Fire Spirit Zap Minions Skeleton Army
Zap
Fire Spirit Spear Goblins Knight Minions Elite Barbarians Skeleton Army
Knight
Fire Spirit Spear Goblins Minions Zap Skeleton Army
Minions
Knight Spear Goblins Zap
Elite Barbarians
Zap
Hog Rider
Skeleton Army
Spear Goblins Zap Knight

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.

Spear Goblins Zap Knight Minions
Elite Barbarians Skeleton Army Zap Knight Minions
Skeleton Army Fire Spirit Knight Minions Elite Barbarians
Elite Barbarians Skeleton Army Knight Minions
Elite Barbarians Skeleton Army
Skeleton Army Fire Spirit Spear Goblins Zap Minions
Minions Fire Spirit Spear Goblins Zap
Zap
Minions Elite Barbarians Skeleton Army
Knight Elite Barbarians Skeleton Army Fire Spirit Spear Goblins
Minions Skeleton Army Spear Goblins Zap Knight
Minions Spear Goblins Zap
Skeleton Army Fire Spirit Zap Knight Minions Elite Barbarians
Fire Spirit Skeleton Army Zap Minions
Elite Barbarians Skeleton Army Knight
Skeleton Army Zap Elite Barbarians
Knight Minions Elite Barbarians Skeleton Army
Fire Spirit Spear Goblins Zap Knight Minions Elite Barbarians Skeleton Army
Zap Fire Spirit Spear Goblins Knight Minions
Elite Barbarians
Skeleton Army Fire Spirit Spear Goblins Knight Minions Elite Barbarians

Counters to secondary win conditions

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

Knight Skeleton Army Spear Goblins Zap Elite Barbarians
Zap Knight Elite Barbarians
Skeleton Army Spear Goblins Zap Knight Minions Elite Barbarians
Skeleton Army Zap Knight Elite Barbarians
Knight Elite Barbarians Skeleton Army
Fire Spirit Zap Minions
Skeleton Army Spear Goblins Knight Minions Elite Barbarians
Knight Elite Barbarians Skeleton Army
Zap Spear Goblins Knight Minions Elite Barbarians Skeleton Army
Skeleton Army
Knight Minions Elite Barbarians
Skeleton Army Zap Elite Barbarians
Elite Barbarians Skeleton Army Knight
Skeleton Army
Elite Barbarians Skeleton Army Spear Goblins Zap Knight Minions
Minions Zap Elite Barbarians
Zap

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
Zap
Knight
Fire Spirit Zap
Fire Spirit Spear Goblins Zap Minions
Fire Spirit
Fire Spirit Zap
Zap
Fire Spirit Minions Elite Barbarians
Zap Knight
Fire Spirit Zap
Fire Spirit Knight Elite Barbarians
Minions
Zap Elite Barbarians
Spear Goblins Zap
Minions
Fire Spirit Zap
Fire Spirit Zap
Minions
Zap
Zap Fire Spirit
Zap
Zap
Zap
Elite Barbarians Fire Spirit Zap
Zap Minions
Elite Barbarians
Zap
Zap
Zap Fire Spirit Spear Goblins Minions Skeleton Army
Fire Spirit Zap
Knight
Zap
Zap
Elite Barbarians
Zap Minions Elite Barbarians
Zap
Zap

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