My Best Clash Royale Deck

Deck Check Rating

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

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 Wizard Electro Dragon

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.

Royal Giant Wizard Electro Dragon Lumberjack

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Royal Giant Hog Rider Lumberjack

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 Royal Giant Hog Rider Lumberjack

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 Electro Dragon Lumberjack

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
Royal Giant Hog Rider
Giant Snowball
Fire Spirit Hog Rider Electro Dragon Lumberjack
Zap
Fire Spirit Royal Giant
Barbarian Barrel
Fire Spirit Wizard Lumberjack
The Log
Fire Spirit Royal Giant Hog Rider Lumberjack
Earthquake
Hog Rider
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Hog Rider Wizard Electro Dragon Lumberjack
Fireball
Hog Rider Wizard Electro Dragon Lumberjack
Poison
Wizard Electro Dragon
Lightning
Wizard Electro Dragon Lumberjack
Rocket
Hog Rider Wizard Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Wizard 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 Arrows

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.

Royal Giant

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 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Arrows Hog Rider Lumberjack Wizard Electro Dragon Royal Giant

Shortest cycle

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

10 Fire Spirit Zap Arrows Hog Rider

Attack Synergies 6 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
Royal Giant Hog Rider Zap Lumberjack
Zap
Arrows Hog Rider Fire Spirit Royal Giant Electro Dragon Lumberjack
Arrows
Zap Royal Giant Hog Rider Lumberjack
Royal Giant
Fire Spirit Arrows Zap Hog Rider Wizard Electro Dragon Lumberjack
Hog Rider
Fire Spirit Zap Arrows Royal Giant Wizard Lumberjack
Wizard
Royal Giant Hog Rider Lumberjack
Electro Dragon
Zap Royal Giant
Lumberjack
Fire Spirit Zap Arrows Royal Giant Hog Rider Wizard

Defense Synergies 0 7

Fire Spirit
Zap
Zap
Fire Spirit Arrows Electro Dragon Lumberjack
Arrows
Zap Lumberjack
Royal Giant
Hog Rider
Wizard
Lumberjack
Electro Dragon
Zap Lumberjack
Lumberjack
Zap Arrows Wizard Electro Dragon

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.

Zap Wizard Electro Dragon
Lumberjack Zap Electro Dragon
Lumberjack Fire Spirit Electro Dragon
Lumberjack Electro Dragon
Arrows Lumberjack
Arrows Fire Spirit Zap Electro Dragon Lumberjack
Fire Spirit Zap Arrows Wizard Electro Dragon
Zap Arrows Electro Dragon
Lumberjack
Fire Spirit Lumberjack
Zap Arrows Wizard Electro Dragon Lumberjack
Arrows Zap Wizard Electro Dragon
Lumberjack Fire Spirit Zap Wizard Electro Dragon
Fire Spirit Wizard Zap Arrows Electro Dragon Lumberjack
Lumberjack
Zap Lumberjack
Wizard Arrows Electro Dragon Lumberjack
Fire Spirit Arrows Zap Wizard Electro Dragon Lumberjack
Zap Arrows Wizard Fire Spirit Electro Dragon Lumberjack
Lumberjack
Wizard Fire Spirit Arrows Electro Dragon Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap
Zap Arrows Wizard Electro Dragon Lumberjack
Lumberjack Zap Electro Dragon
Lumberjack Zap
Lumberjack
Fire Spirit Arrows Wizard Zap Electro Dragon
Lumberjack
Lumberjack
Zap Electro Dragon
Electro Dragon Lumberjack
Zap Arrows
Wizard Lumberjack
Wizard Electro Dragon
Electro Dragon Zap Lumberjack
Arrows Zap Wizard Electro Dragon

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.)

Arrows Electro Dragon
Arrows Zap Electro Dragon
Arrows Electro Dragon
Arrows
Wizard Fire Spirit Zap Arrows
Arrows Wizard Fire Spirit Zap Electro Dragon
Fire Spirit Arrows Wizard
Arrows Fire Spirit Zap Wizard Electro Dragon
Arrows Zap Wizard Electro Dragon
Fire Spirit Electro Dragon Lumberjack
Zap Arrows Wizard Electro Dragon
Fire Spirit Zap Arrows Wizard Electro Dragon
Fire Spirit
Arrows Electro Dragon
Zap Arrows
Zap Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Fire Spirit Zap Arrows Wizard Electro Dragon
Fire Spirit Zap Arrows Wizard Electro Dragon
Arrows Wizard
Zap Arrows Electro Dragon
Zap Arrows Fire Spirit Wizard Electro Dragon
Arrows Zap Wizard Electro Dragon
Zap Arrows Wizard Electro Dragon
Zap Arrows
Fire Spirit Zap Arrows Wizard Electro Dragon
Zap Electro Dragon Wizard
Zap Arrows Wizard Electro Dragon
Zap Arrows Electro Dragon
Arrows Wizard
Zap Fire Spirit Electro Dragon
Fire Spirit Zap Arrows Wizard Electro Dragon
Arrows
Wizard Electro Dragon Lumberjack
Arrows Zap Wizard Electro Dragon
Zap Arrows
Electro Dragon
Zap Electro Dragon
Zap Electro Dragon
Electro Dragon Zap

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