My Best Clash Royale Deck

Deck Check Rating

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

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 Dart Goblin Inferno Tower Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Freeze

Punishments

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

Hog Rider

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 Knight Dart Goblin 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 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
Giant Snowball
Fire Spirit Dart Goblin Hog Rider
Zap
Fire Spirit Dart Goblin Inferno Tower
Barbarian Barrel
Fire Spirit Knight Dart Goblin Inferno Tower Electro Wizard
The Log
Fire Spirit Dart Goblin Hog Rider
Earthquake
Hog Rider Inferno Tower
Arrows
Fire Spirit Dart Goblin
Royal Delivery
Fire Spirit Knight Dart Goblin Hog Rider Electro Wizard
Fireball
Dart Goblin Hog Rider Inferno Tower Electro Wizard
Poison
Dart Goblin Inferno Tower Electro Wizard
Lightning
Knight Inferno Tower Electro Wizard
Rocket
Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Freeze

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 Inferno Tower Freeze

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 Dart Goblin 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 Zap Knight Dart Goblin Hog Rider Freeze Electro Wizard Inferno Tower

Shortest cycle

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

9 Fire Spirit Zap Knight Dart Goblin

Attack Synergies 6 8

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 Zap Knight
Zap
Hog Rider Electro Wizard Fire Spirit Knight Dart Goblin Freeze
Knight
Dart Goblin Hog Rider Fire Spirit Zap Electro Wizard
Dart Goblin
Knight Zap Hog Rider
Hog Rider
Fire Spirit Zap Knight Freeze Dart Goblin Electro Wizard
Inferno Tower
Freeze
Hog Rider Zap
Electro Wizard
Zap Knight Hog Rider

Defense Synergies 6 9

Fire Spirit
Knight Zap Inferno Tower Electro Wizard
Zap
Electro Wizard Fire Spirit Knight Dart Goblin Inferno Tower
Knight
Fire Spirit Dart Goblin Inferno Tower Electro Wizard Zap
Dart Goblin
Knight Zap Inferno Tower Electro Wizard
Hog Rider
Inferno Tower
Knight Electro Wizard Fire Spirit Zap Dart Goblin
Freeze
Electro Wizard
Electro Wizard
Zap Knight Inferno Tower Fire Spirit Dart Goblin Freeze

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 Knight Dart Goblin Inferno Tower Electro Wizard
Inferno Tower Zap Knight Dart Goblin Electro Wizard
Inferno Tower Fire Spirit Knight Dart Goblin Freeze Electro Wizard
Inferno Tower Knight Dart Goblin Electro Wizard
Freeze Fire Spirit Zap Dart Goblin Electro Wizard
Dart Goblin Inferno Tower Electro Wizard Fire Spirit Zap Freeze
Zap Dart Goblin Inferno Tower Electro Wizard
Inferno Tower
Knight Fire Spirit Dart Goblin Inferno Tower Electro Wizard
Dart Goblin Electro Wizard Zap Knight Freeze
Inferno Tower Zap Dart Goblin Electro Wizard
Inferno Tower Fire Spirit Zap Knight Freeze Electro Wizard
Fire Spirit Zap Dart Goblin Freeze Electro Wizard
Inferno Tower Knight Electro Wizard
Inferno Tower Zap Freeze Electro Wizard
Knight Inferno Tower Electro Wizard
Fire Spirit Zap Knight Dart Goblin Electro Wizard
Zap Freeze Fire Spirit Knight Dart Goblin Electro Wizard
Dart Goblin Inferno Tower Electro Wizard
Fire Spirit Knight Dart Goblin Electro Wizard

Counters to secondary win conditions

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

Knight Zap Inferno Tower Electro Wizard
Electro Wizard Zap Knight
Zap Knight Inferno Tower Electro Wizard
Zap Knight Inferno Tower Electro Wizard
Inferno Tower Knight
Fire Spirit Zap Dart Goblin Freeze Electro Wizard
Knight Dart Goblin Inferno Tower Electro Wizard
Inferno Tower Knight
Zap Freeze Electro Wizard Knight Inferno Tower
Inferno Tower Dart Goblin
Knight Dart Goblin Inferno Tower
Zap Electro Wizard
Knight Inferno Tower
Dart Goblin
Inferno Tower Electro Wizard Zap Knight Dart Goblin Freeze
Zap Dart Goblin Inferno Tower Freeze 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 Dart Goblin Freeze
Zap Dart Goblin Electro Wizard
Dart Goblin
Knight Dart Goblin Freeze
Fire Spirit Zap
Fire Spirit Zap Dart Goblin Freeze
Fire Spirit Dart Goblin
Fire Spirit Zap Dart Goblin Freeze
Zap Dart Goblin
Fire Spirit Electro Wizard
Zap Knight Dart Goblin Electro Wizard
Fire Spirit Zap Dart Goblin
Fire Spirit Knight Dart Goblin
Dart Goblin Freeze
Zap Dart Goblin
Zap Dart Goblin
Dart Goblin
Freeze
Fire Spirit Zap Dart Goblin Electro Wizard
Fire Spirit Zap Dart Goblin
Zap
Zap Freeze Fire Spirit
Zap Dart Goblin Electro Wizard
Zap
Zap Dart Goblin
Fire Spirit Zap Dart Goblin Electro Wizard
Zap Electro Wizard Dart Goblin Freeze
Zap Dart Goblin
Zap Freeze Electro Wizard
Zap Electro Wizard Fire Spirit Dart Goblin Freeze
Fire Spirit Zap Dart Goblin Electro Wizard
Freeze
Knight Dart Goblin Electro Wizard
Zap Dart Goblin
Zap
Dart Goblin
Zap Dart Goblin Freeze Electro Wizard
Zap Dart Goblin Electro Wizard
Zap Dart Goblin Freeze Electro Wizard

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