My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings 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!
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 Ice 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.

Knight Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Miner

Damage spells

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

The Log

Punishments

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

Hog Rider Miner

Pump responses

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

Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Knight 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log Ice 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 Knight Miner Ice Wizard

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 Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Knight Miner Ice Wizard Hog Rider Electro Wizard Barbarians

Shortest cycle

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

9 Fire Spirit The Log Knight Miner

Attack Synergies 4 9

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 Miner Knight
Knight
Hog Rider Fire Spirit The Log Miner Ice Wizard Electro Wizard
Barbarians
Hog Rider
Hog Rider
Fire Spirit Knight The Log Barbarians Electro Wizard
The Log
Hog Rider Knight Miner
Miner
Fire Spirit Knight The Log Electro Wizard
Ice Wizard
Knight
Electro Wizard
Knight Hog Rider Miner

Defense Synergies 3 6

Fire Spirit
Knight The Log Electro Wizard
Knight
Fire Spirit Ice Wizard Electro Wizard The Log
Barbarians
Hog Rider
The Log
Fire Spirit Knight Miner Ice Wizard Electro Wizard
Miner
The Log
Ice Wizard
Knight The Log
Electro Wizard
Knight Fire Spirit The Log

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.

Knight The Log Electro Wizard
Barbarians Knight The Log Ice Wizard Electro Wizard
Barbarians Fire Spirit Knight Ice Wizard Electro Wizard
Barbarians Knight Ice Wizard Electro Wizard
Barbarians The Log
The Log Fire Spirit Ice Wizard Electro Wizard
Electro Wizard Fire Spirit Ice Wizard
Barbarians The Log Electro Wizard
Barbarians Ice Wizard
Knight Fire Spirit Barbarians Miner Ice Wizard Electro Wizard
Barbarians Ice Wizard Electro Wizard Knight The Log
Ice Wizard Electro Wizard
Barbarians Fire Spirit Knight The Log Ice Wizard Electro Wizard
Fire Spirit Barbarians The Log Electro Wizard
Barbarians Knight Electro Wizard
Barbarians The Log Electro Wizard
Barbarians Knight Electro Wizard
Fire Spirit Knight Barbarians The Log Ice Wizard Electro Wizard
The Log Fire Spirit Knight Barbarians Ice Wizard Electro Wizard
Barbarians Electro Wizard
Fire Spirit Knight Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Knight Barbarians Electro Wizard
Electro Wizard Knight The Log Miner
Barbarians Knight The Log Electro Wizard
Knight Barbarians The Log Electro Wizard
Barbarians Knight
Fire Spirit Ice Wizard Electro Wizard
Knight Barbarians Ice Wizard Electro Wizard
Knight Barbarians
Electro Wizard Knight Barbarians The Log
Barbarians
Knight Barbarians
Barbarians The Log Electro Wizard
Barbarians Knight
Barbarians
Barbarians Electro Wizard Knight The Log
Barbarians The Log Ice 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.)

Knight The Log
The Log Miner Ice Wizard Electro Wizard
The Log Miner
Knight Barbarians The Log
Fire Spirit The Log
Fire Spirit Ice Wizard
Fire Spirit The Log
The Log Fire Spirit Ice Wizard
The Log Miner
Fire Spirit Electro Wizard
Miner Knight The Log Electro Wizard
Fire Spirit
Fire Spirit Knight The Log Miner
The Log
The Log
The Log
Fire Spirit The Log Electro Wizard
Fire Spirit The Log Miner
The Log
The Log
Barbarians The Log
The Log Fire Spirit Ice Wizard
The Log Miner Ice Wizard Electro Wizard
The Log Miner
Miner The Log
Fire Spirit Ice Wizard Electro Wizard
Electro Wizard
The Log Miner
Electro Wizard
The Log
Electro Wizard Fire Spirit Barbarians
Fire Spirit Ice Wizard Electro Wizard
The Log
Miner Knight Electro Wizard
The Log
The Log Electro Wizard
Electro Wizard
The Log Miner Electro Wizard

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