My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Zappies 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.

Zappies Wizard Elixir Collector Mega Knight

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Rocket

Punishments

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

Elite Barbarians Royal Hogs Mega Knight

Pump responses

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

Rocket 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 Elite Barbarians Royal Hogs 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.

Elite Barbarians Royal Hogs

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
Elite Barbarians Royal Hogs
Giant Snowball
Fire Spirit Zappies Royal Hogs
Zap
Fire Spirit Zappies Royal Hogs
Barbarian Barrel
Fire Spirit Elite Barbarians Zappies Wizard Royal Hogs
The Log
Fire Spirit Elite Barbarians Zappies Royal Hogs
Earthquake
Zappies Royal Hogs Elixir Collector
Arrows
Fire Spirit Zappies Royal Hogs
Royal Delivery
Fire Spirit Elite Barbarians Zappies Wizard Royal Hogs
Fireball
Elite Barbarians Zappies Wizard Royal Hogs Elixir Collector
Poison
Zappies Wizard Royal Hogs Elixir Collector
Lightning
Elite Barbarians Wizard Elixir Collector
Rocket
Elite Barbarians Wizard Royal Hogs Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Rocket 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 Rocket Elixir Collector Mega Knight

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zappies Wizard Royal Hogs Elite Barbarians Rocket Elixir Collector Mega Knight

Shortest cycle

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

15 Fire Spirit Zappies Wizard Royal Hogs

Attack Synergies 0 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
Elite Barbarians Royal Hogs
Elite Barbarians
Fire Spirit Zappies Wizard Mega Knight
Zappies
Elite Barbarians Royal Hogs Mega Knight
Wizard
Elite Barbarians Royal Hogs Mega Knight
Royal Hogs
Fire Spirit Zappies Wizard Mega Knight
Rocket
Elixir Collector
Mega Knight
Elite Barbarians Zappies Wizard Royal Hogs

Defense Synergies 0 4

Fire Spirit
Elite Barbarians
Wizard Mega Knight
Zappies
Mega Knight
Wizard
Elite Barbarians Mega Knight
Royal Hogs
Rocket
Elixir Collector
Mega Knight
Elite Barbarians Zappies Wizard

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.

Rocket Zappies Wizard
Elite Barbarians Zappies Mega Knight
Rocket Mega Knight Fire Spirit Elite Barbarians Zappies
Elite Barbarians Zappies Mega Knight
Elite Barbarians Rocket Mega Knight
Fire Spirit Zappies Mega Knight
Rocket Fire Spirit Zappies Wizard
Rocket Mega Knight
Zappies Elite Barbarians
Elite Barbarians Fire Spirit Zappies Mega Knight
Zappies Wizard Mega Knight
Zappies Wizard
Mega Knight Fire Spirit Elite Barbarians Zappies Wizard Rocket
Fire Spirit Wizard Rocket Mega Knight Zappies
Elite Barbarians Zappies Mega Knight
Rocket Elite Barbarians Zappies Mega Knight
Wizard Mega Knight Elite Barbarians Zappies
Fire Spirit Mega Knight Elite Barbarians Zappies Wizard
Wizard Fire Spirit Zappies Mega Knight
Elite Barbarians Zappies
Wizard Mega Knight Fire Spirit Elite Barbarians Zappies

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Zappies
Elite Barbarians Wizard Rocket Mega Knight
Zappies Mega Knight Elite Barbarians Rocket
Rocket Mega Knight Elite Barbarians Zappies
Elite Barbarians Zappies Mega Knight
Fire Spirit Wizard Rocket Zappies
Rocket Elite Barbarians Zappies
Mega Knight Elite Barbarians Zappies
Rocket Mega Knight Elite Barbarians Zappies
Zappies
Mega Knight Elite Barbarians Zappies
Rocket Mega Knight Elite Barbarians
Elite Barbarians Rocket Mega Knight Zappies Wizard
Wizard Zappies Mega Knight
Elite Barbarians Zappies Rocket
Mega Knight Elite Barbarians Zappies 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.)

Rocket
Rocket
Rocket
Wizard Rocket Fire Spirit Mega Knight
Wizard Fire Spirit Rocket
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Rocket Fire Spirit Elite Barbarians
Rocket Wizard
Fire Spirit Wizard Rocket
Rocket Fire Spirit Elite Barbarians
Rocket
Elite Barbarians
Rocket Wizard
Wizard Rocket Mega Knight
Rocket
Rocket
Rocket Fire Spirit Wizard Mega Knight
Rocket Fire Spirit Wizard Mega Knight
Rocket Mega Knight
Rocket Wizard
Rocket
Rocket
Fire Spirit Wizard Mega Knight
Wizard
Wizard Mega Knight
Rocket
Elite Barbarians Fire Spirit Wizard
Rocket Zappies Wizard
Elite Barbarians
Wizard Rocket Mega Knight
Rocket Zappies
Mega Knight
Rocket Wizard
Fire Spirit Zappies Rocket
Rocket Fire Spirit Zappies Wizard
Wizard Rocket Mega Knight
Wizard
Rocket
Elite Barbarians Mega Knight
Elite Barbarians Zappies Rocket
Zappies Rocket
Rocket Mega Knight

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