My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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!

Similar decks

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 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 Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Fireball

Punishments

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

Hog Rider Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball 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 Skeleton Army

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 Goblin Barrel Skeleton Army

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 Wizard Goblin Barrel 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 Goblin Barrel Skeleton Army Fireball Hog Rider Electro Wizard Barbarians Wizard

Shortest cycle

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

11 Fire Spirit Goblin Barrel Skeleton Army Fireball

Attack Synergies 2 7

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 Goblin Barrel
Barbarians
Hog Rider
Fireball
Hog Rider Electro Wizard
Hog Rider
Fire Spirit Fireball Barbarians Wizard Goblin Barrel Electro Wizard
Wizard
Hog Rider
Goblin Barrel
Fire Spirit Hog Rider Skeleton Army
Skeleton Army
Goblin Barrel
Electro Wizard
Fireball Hog Rider

Defense Synergies 0 6

Fire Spirit
Electro Wizard
Barbarians
Skeleton Army
Fireball
Electro Wizard
Hog Rider
Wizard
Skeleton Army Electro Wizard
Goblin Barrel
Skeleton Army
Barbarians Wizard Electro Wizard
Electro Wizard
Fire Spirit Fireball Wizard Skeleton Army

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.

Fireball Wizard Electro Wizard
Barbarians Skeleton Army Electro Wizard
Barbarians Skeleton Army Fire Spirit Electro Wizard
Barbarians Skeleton Army Electro Wizard
Barbarians Fireball Skeleton Army
Fireball Skeleton Army Fire Spirit Electro Wizard
Electro Wizard Fire Spirit Fireball Wizard
Barbarians Fireball Electro Wizard
Barbarians Skeleton Army
Skeleton Army Fire Spirit Barbarians Electro Wizard
Barbarians Skeleton Army Electro Wizard Fireball Wizard
Fireball Wizard Electro Wizard
Barbarians Skeleton Army Fire Spirit Fireball Wizard Electro Wizard
Fire Spirit Fireball Wizard Skeleton Army Barbarians Electro Wizard
Barbarians Skeleton Army Electro Wizard
Barbarians Skeleton Army Fireball Electro Wizard
Barbarians Wizard Fireball Skeleton Army Electro Wizard
Fire Spirit Fireball Barbarians Wizard Skeleton Army Electro Wizard
Wizard Fire Spirit Barbarians Fireball Electro Wizard
Barbarians Electro Wizard
Wizard Skeleton Army Fire Spirit Barbarians Fireball Electro Wizard

Counters to secondary win conditions

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

Barbarians Skeleton Army Fireball Electro Wizard
Fireball Electro Wizard Wizard
Barbarians Skeleton Army Electro Wizard
Skeleton Army Barbarians Fireball Electro Wizard
Barbarians Skeleton Army
Fire Spirit Fireball Wizard Electro Wizard
Skeleton Army Barbarians Fireball Electro Wizard
Barbarians Skeleton Army
Electro Wizard Barbarians Fireball Skeleton Army
Barbarians Skeleton Army
Barbarians
Skeleton Army Barbarians Fireball Electro Wizard
Barbarians Skeleton Army Fireball Wizard
Wizard Barbarians Fireball Skeleton Army
Barbarians Skeleton Army Electro Wizard Fireball
Barbarians Fireball 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.)

Fireball
Fireball Electro Wizard
Fireball
Barbarians Fireball
Fireball Wizard Fire Spirit
Fireball Wizard Fire Spirit
Fire Spirit Wizard
Fireball Fire Spirit Wizard
Fireball Wizard
Fire Spirit Fireball Electro Wizard
Fireball Wizard Electro Wizard
Fireball Fire Spirit Wizard
Fire Spirit Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard Electro Wizard
Fire Spirit Fireball Wizard
Fireball
Fireball Wizard
Barbarians Fireball
Fire Spirit Fireball Wizard
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard Electro Wizard
Electro Wizard Fireball Wizard
Fireball
Fireball Wizard
Fireball Electro Wizard
Fireball Wizard
Electro Wizard Fire Spirit Barbarians Fireball Skeleton Army
Fireball Fire Spirit Wizard Electro Wizard
Fireball
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: