My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

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 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.

Spear Goblins Giant Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Earthquake Fireball

Punishments

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

Hog Rider Giant

Pump responses

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

Earthquake Fireball

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 Barbarians Hog Rider Giant

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Fireball

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

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.

Fireball

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 Fireball 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.

Good

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 Earthquake Fireball Hog Rider Electro Wizard Barbarians Giant

Shortest cycle

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

10 Fire Spirit Spear Goblins Earthquake Fireball

Attack Synergies 5 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 Giant
Spear Goblins
Hog Rider Earthquake Giant
Barbarians
Hog Rider
Earthquake
Hog Rider Giant Spear Goblins Fireball
Fireball
Hog Rider Earthquake Giant Electro Wizard
Hog Rider
Fire Spirit Spear Goblins Earthquake Fireball Barbarians Giant Electro Wizard
Giant
Earthquake Fire Spirit Spear Goblins Fireball Hog Rider Electro Wizard
Electro Wizard
Fireball Hog Rider Giant

Defense Synergies 0 7

Fire Spirit
Spear Goblins Electro Wizard
Spear Goblins
Fire Spirit Barbarians Earthquake Electro Wizard
Barbarians
Spear Goblins
Earthquake
Spear Goblins Fireball
Fireball
Earthquake Electro Wizard
Hog Rider
Giant
Electro Wizard
Fire Spirit Spear Goblins Fireball

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.

Earthquake Spear Goblins Fireball Electro Wizard
Barbarians Electro Wizard
Barbarians Fire Spirit Electro Wizard
Barbarians Electro Wizard
Barbarians Earthquake Fireball
Fireball Fire Spirit Spear Goblins Earthquake Electro Wizard
Electro Wizard Fire Spirit Spear Goblins Fireball
Earthquake Barbarians Fireball Electro Wizard
Barbarians
Fire Spirit Spear Goblins Barbarians Electro Wizard
Barbarians Electro Wizard Spear Goblins Earthquake Fireball
Spear Goblins Fireball Electro Wizard
Barbarians Fire Spirit Earthquake Fireball Electro Wizard
Fire Spirit Fireball Barbarians Earthquake Electro Wizard
Barbarians Electro Wizard
Barbarians Fireball Electro Wizard
Barbarians Fireball Electro Wizard
Fire Spirit Fireball Spear Goblins Barbarians Electro Wizard
Earthquake Fire Spirit Spear Goblins Barbarians Fireball Electro Wizard
Barbarians Electro Wizard
Fire Spirit Spear Goblins Barbarians Earthquake Fireball Electro Wizard

Counters to secondary win conditions

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

Barbarians Spear Goblins Fireball Electro Wizard
Fireball Electro Wizard
Barbarians Spear Goblins Electro Wizard
Barbarians Fireball Electro Wizard
Barbarians
Fire Spirit Fireball Electro Wizard
Spear Goblins Barbarians Fireball Electro Wizard
Barbarians
Electro Wizard Spear Goblins Barbarians Fireball
Barbarians
Barbarians
Barbarians Fireball Electro Wizard
Barbarians Fireball
Barbarians Fireball
Barbarians Electro Wizard Spear Goblins Fireball
Barbarians Earthquake Fireball 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.)

Earthquake Fireball
Fireball Electro Wizard
Earthquake Fireball
Earthquake Barbarians Fireball
Fireball Fire Spirit Earthquake
Fireball Fire Spirit Spear Goblins
Fire Spirit Earthquake
Earthquake Fireball Fire Spirit
Fireball
Fire Spirit Fireball Electro Wizard
Earthquake Fireball Electro Wizard
Fireball Fire Spirit
Earthquake Fire Spirit Fireball
Earthquake Fireball
Earthquake Fireball
Earthquake Spear Goblins Fireball
Earthquake Fireball
Earthquake Fireball
Fire Spirit Earthquake Fireball Electro Wizard
Fire Spirit Earthquake Fireball
Earthquake Fireball
Fireball
Earthquake Barbarians Fireball
Earthquake Fire Spirit Fireball
Fireball Earthquake Electro Wizard
Fireball
Fireball
Fire Spirit Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Earthquake Fireball
Fireball Electro Wizard
Earthquake Fireball
Earthquake Electro Wizard Fire Spirit Spear Goblins Barbarians Fireball
Fireball Fire Spirit Electro Wizard
Fireball
Fireball Electro Wizard
Earthquake Fireball
Fireball
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard

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