My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minion Horde Wizard Electro Wizard

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.

Wizard Elixir Collector Bandit Electro Wizard

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.

Missing

Punishments

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

Hog Rider Bandit

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 Barbarians Minion Horde Hog Rider Bandit

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 Bandit Electro Wizard

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
Minion Horde Hog Rider Bandit
Giant Snowball
Fire Spirit Barbarians Minion Horde Hog Rider
Zap
Fire Spirit Minion Horde Bandit
Barbarian Barrel
Fire Spirit Barbarians Wizard Bandit Electro Wizard
The Log
Fire Spirit Barbarians Hog Rider Bandit
Earthquake
Barbarians Hog Rider Elixir Collector
Arrows
Fire Spirit Minion Horde
Royal Delivery
Fire Spirit Barbarians Minion Horde Hog Rider Wizard Bandit Electro Wizard
Fireball
Barbarians Minion Horde Hog Rider Wizard Elixir Collector Bandit Electro Wizard
Poison
Barbarians Minion Horde Wizard Elixir Collector Electro Wizard
Lightning
Wizard Elixir Collector Bandit Electro Wizard
Rocket
Barbarians Minion Horde Hog Rider Wizard Elixir Collector

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 Elixir Collector

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 Barbarians Minion Horde Wizard Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bandit Hog Rider Electro Wizard Barbarians Minion Horde Wizard Elixir Collector

Shortest cycle

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

12 Fire Spirit Bandit Hog Rider Electro Wizard

Attack Synergies 1 8

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 Bandit
Barbarians
Hog Rider
Minion Horde
Hog Rider
Hog Rider
Fire Spirit Barbarians Minion Horde Wizard Bandit Electro Wizard
Wizard
Hog Rider Bandit
Elixir Collector
Bandit
Fire Spirit Hog Rider Wizard Electro Wizard
Electro Wizard
Hog Rider Bandit

Defense Synergies 0 5

Fire Spirit
Electro Wizard
Barbarians
Minion Horde
Minion Horde
Barbarians
Hog Rider
Wizard
Bandit Electro Wizard
Elixir Collector
Bandit
Wizard Electro Wizard
Electro Wizard
Fire Spirit Wizard Bandit

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.

Minion Horde Wizard Electro Wizard
Barbarians Minion Horde Bandit Electro Wizard
Barbarians Minion Horde Fire Spirit Bandit Electro Wizard
Barbarians Minion Horde Bandit Electro Wizard
Barbarians
Fire Spirit Bandit Electro Wizard
Minion Horde Electro Wizard Fire Spirit Wizard
Barbarians Bandit Electro Wizard
Barbarians Minion Horde
Fire Spirit Barbarians Minion Horde Bandit Electro Wizard
Barbarians Minion Horde Electro Wizard Wizard Bandit
Minion Horde Wizard Electro Wizard
Barbarians Minion Horde Fire Spirit Wizard Bandit Electro Wizard
Fire Spirit Wizard Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde Bandit Electro Wizard
Barbarians Minion Horde Bandit Electro Wizard
Barbarians Minion Horde Wizard Electro Wizard
Fire Spirit Barbarians Minion Horde Wizard Bandit Electro Wizard
Wizard Fire Spirit Barbarians Bandit Electro Wizard
Barbarians Electro Wizard
Wizard Fire Spirit Barbarians Minion Horde Bandit Electro Wizard

Counters to secondary win conditions

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

Barbarians Bandit Electro Wizard
Bandit Electro Wizard Wizard
Barbarians Bandit Minion Horde Electro Wizard
Barbarians Minion Horde Bandit Electro Wizard
Barbarians Minion Horde Bandit
Fire Spirit Wizard Minion Horde Electro Wizard
Barbarians Minion Horde Bandit Electro Wizard
Barbarians Minion Horde
Minion Horde Electro Wizard Barbarians Bandit
Barbarians Minion Horde
Barbarians Minion Horde
Barbarians Electro Wizard
Barbarians Minion Horde Wizard Bandit
Wizard Barbarians Minion Horde
Barbarians Electro Wizard Minion Horde
Barbarians Minion Horde Wizard Electro Wizard

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.)

Minion Horde Bandit
Bandit Electro Wizard
Minion Horde Bandit
Barbarians
Wizard Fire Spirit Minion Horde
Wizard Fire Spirit Minion Horde
Fire Spirit Minion Horde Wizard
Fire Spirit Wizard
Wizard Bandit
Fire Spirit Minion Horde Electro Wizard
Minion Horde Wizard Bandit Electro Wizard
Fire Spirit Wizard
Fire Spirit Bandit
Minion Horde Bandit
Minion Horde Wizard Bandit
Minion Horde Wizard Bandit
Minion Horde
Fire Spirit Wizard Bandit Electro Wizard
Fire Spirit Wizard
Minion Horde
Wizard
Barbarians Minion Horde
Fire Spirit Wizard
Minion Horde
Wizard Bandit Electro Wizard
Wizard Bandit
Bandit
Fire Spirit Minion Horde Wizard Electro Wizard
Electro Wizard Minion Horde Wizard
Minion Horde
Minion Horde Wizard Bandit
Minion Horde Electro Wizard
Minion Horde
Wizard
Minion Horde Electro Wizard Fire Spirit Barbarians Bandit
Fire Spirit Wizard Electro Wizard
Minion Horde Wizard Electro Wizard
Wizard
Minion Horde
Minion Horde Electro Wizard
Electro Wizard
Bandit Electro Wizard

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