My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minion Horde 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

Damage spells

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

Fireball 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.

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 Minion Horde 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
Minion Horde Hog Rider Guards
Giant Snowball
Fire Spirit Minion Horde Hog Rider Guards
Zap
Fire Spirit Minion Horde Guards
Barbarian Barrel
Fire Spirit Wizard Guards Electro Wizard
The Log
Fire Spirit Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Fire Spirit Minion Horde Guards
Royal Delivery
Fire Spirit Minion Horde Hog Rider Wizard Guards Electro Wizard
Fireball
Minion Horde Hog Rider Wizard Electro Wizard
Poison
Minion Horde Wizard Guards Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Minion Horde Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Wizard 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 Guards Freeze

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 Minion Horde Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Guards Fireball Hog Rider Freeze Electro Wizard Minion Horde Wizard

Shortest cycle

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

12 Fire Spirit Guards Fireball Hog Rider

Attack Synergies 3 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
Minion Horde
Hog Rider Freeze
Fireball
Hog Rider Freeze Electro Wizard
Hog Rider
Fire Spirit Fireball Freeze Minion Horde Wizard Guards Electro Wizard
Wizard
Hog Rider
Guards
Hog Rider
Freeze
Hog Rider Minion Horde Fireball
Electro Wizard
Fireball Hog Rider

Defense Synergies 0 9

Fire Spirit
Electro Wizard
Minion Horde
Freeze
Fireball
Freeze Electro Wizard
Hog Rider
Wizard
Guards Freeze Electro Wizard
Guards
Wizard Electro Wizard
Freeze
Minion Horde Fireball Wizard Electro Wizard
Electro Wizard
Fire Spirit Fireball Wizard Guards 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.

Minion Horde Fireball Wizard Electro Wizard
Minion Horde Electro Wizard
Minion Horde Fire Spirit Freeze Electro Wizard
Minion Horde Guards Electro Wizard
Fireball
Fireball Freeze Fire Spirit Guards Electro Wizard
Minion Horde Electro Wizard Fire Spirit Fireball Wizard Freeze
Fireball Electro Wizard
Minion Horde
Guards Fire Spirit Minion Horde Electro Wizard
Minion Horde Guards Electro Wizard Fireball Wizard Freeze
Minion Horde Fireball Wizard Electro Wizard
Minion Horde Fire Spirit Fireball Wizard Guards Freeze Electro Wizard
Fire Spirit Fireball Wizard Minion Horde Guards Freeze Electro Wizard
Minion Horde Electro Wizard
Minion Horde Fireball Freeze Electro Wizard
Minion Horde Wizard Fireball Electro Wizard
Fire Spirit Fireball Minion Horde Wizard Guards Electro Wizard
Wizard Freeze Fire Spirit Fireball Guards Electro Wizard
Electro Wizard
Wizard Fire Spirit Minion Horde Fireball Guards Electro Wizard

Counters to secondary win conditions

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

Guards Fireball Electro Wizard
Fireball Electro Wizard Wizard
Guards Minion Horde Electro Wizard
Guards Minion Horde Fireball Electro Wizard
Minion Horde Guards
Fire Spirit Fireball Wizard Minion Horde Freeze Electro Wizard
Guards Minion Horde Fireball Electro Wizard
Minion Horde
Minion Horde Freeze Electro Wizard Fireball
Minion Horde Guards
Minion Horde Guards
Fireball Guards Electro Wizard
Minion Horde Fireball Wizard Guards
Wizard Minion Horde Fireball
Guards Electro Wizard Minion Horde Fireball Freeze
Minion Horde Fireball Wizard 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.)

Fireball Minion Horde Guards Freeze
Fireball Electro Wizard
Minion Horde Fireball
Fireball Guards Freeze
Fireball Wizard Fire Spirit Minion Horde
Fireball Wizard Fire Spirit Minion Horde Freeze
Fire Spirit Minion Horde Wizard
Fireball Fire Spirit Wizard Freeze
Fireball Wizard
Fire Spirit Minion Horde Fireball Guards Electro Wizard
Minion Horde Fireball Wizard Electro Wizard
Fireball Fire Spirit Wizard
Fire Spirit Fireball
Minion Horde Fireball Freeze
Fireball
Minion Horde Fireball Wizard
Minion Horde Fireball Wizard
Fireball Freeze
Minion Horde
Fire Spirit Fireball Wizard Electro Wizard
Fire Spirit Fireball Wizard
Minion Horde Fireball
Fireball Wizard
Minion Horde Fireball
Freeze Fire Spirit Fireball Wizard
Minion Horde
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Fire Spirit Minion Horde Fireball Wizard Electro Wizard
Electro Wizard Minion Horde Fireball Wizard Guards Freeze
Minion Horde Fireball
Minion Horde Fireball Wizard
Minion Horde Fireball Freeze Electro Wizard
Minion Horde
Fireball Wizard
Minion Horde Electro Wizard Fire Spirit Fireball Guards Freeze
Fireball Fire Spirit Wizard Electro Wizard
Freeze
Fireball
Fireball Minion Horde Wizard Electro Wizard
Fireball Wizard
Fireball
Minion Horde
Minion Horde Fireball Guards Freeze Electro Wizard
Fireball Electro Wizard
Fireball Freeze Electro Wizard

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