My Best Clash Royale Deck

Deck Check Rating

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

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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Archers 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.

Archers 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.

Rocket The Log

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.

Rocket

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

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

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 The Log

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 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.

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 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 The Log Archers Skeleton Army Hog Rider Barbarians Wizard Rocket

Shortest cycle

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

9 Fire Spirit The Log Archers Skeleton Army

Attack Synergies 2 4

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
Archers
Hog Rider
Barbarians
Hog Rider
Hog Rider
Fire Spirit The Log Archers Barbarians Wizard Rocket
Wizard
Hog Rider
Rocket
Hog Rider
Skeleton Army
The Log
Hog Rider

Defense Synergies 0 8

Fire Spirit
The Log
Archers
Skeleton Army The Log
Barbarians
Skeleton Army
Hog Rider
Wizard
Skeleton Army The Log
Rocket
The Log
Skeleton Army
Archers Barbarians Wizard The Log
The Log
Fire Spirit Archers Wizard Rocket 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.

Rocket Wizard The Log
Barbarians Skeleton Army The Log
Barbarians Rocket Skeleton Army Fire Spirit Archers
Barbarians Skeleton Army
Barbarians Rocket Skeleton Army The Log
Skeleton Army The Log Fire Spirit Archers
Rocket Fire Spirit Archers Wizard
Rocket Barbarians The Log
Barbarians Skeleton Army
Skeleton Army Fire Spirit Archers Barbarians
Archers Barbarians Skeleton Army Wizard The Log
Archers Wizard
Barbarians Skeleton Army Fire Spirit Wizard Rocket The Log
Fire Spirit Wizard Rocket Skeleton Army Barbarians The Log
Barbarians Skeleton Army
Barbarians Rocket Skeleton Army The Log
Barbarians Wizard Skeleton Army
Fire Spirit Archers Barbarians Wizard Skeleton Army The Log
Wizard The Log Fire Spirit Archers Barbarians
Barbarians
Wizard Skeleton Army Fire Spirit Archers Barbarians The Log

Counters to secondary win conditions

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

Barbarians Skeleton Army Archers
Archers Wizard Rocket The Log
Barbarians Skeleton Army Rocket The Log
Rocket Skeleton Army Barbarians The Log
Barbarians Skeleton Army
Fire Spirit Wizard Rocket Archers
Rocket Skeleton Army Archers Barbarians
Barbarians Skeleton Army
Rocket Barbarians Skeleton Army The Log
Barbarians Skeleton Army
Barbarians
Rocket Skeleton Army Barbarians The Log
Barbarians Rocket Skeleton Army Wizard
Wizard Archers Barbarians Skeleton Army
Barbarians Skeleton Army Archers Rocket The Log
Archers Barbarians Wizard The Log

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 The Log
The Log
Rocket The Log
Barbarians Rocket The Log
Wizard Rocket Fire Spirit The Log
Wizard Fire Spirit Rocket
Fire Spirit Archers Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard
Rocket Fire Spirit
Rocket Wizard The Log
Fire Spirit Archers Wizard Rocket
Rocket Fire Spirit The Log
Rocket
The Log
Rocket Wizard The Log
Wizard Rocket The Log
Rocket
Rocket
Rocket Fire Spirit Archers Wizard The Log
Rocket Fire Spirit Wizard The Log
Rocket The Log
Rocket Wizard
Rocket The Log
Rocket Barbarians The Log
The Log Fire Spirit Wizard
The Log Wizard
Wizard The Log
Rocket The Log
Fire Spirit Archers Wizard
Rocket Wizard
Wizard Rocket The Log
Rocket
Rocket Wizard The Log
Fire Spirit Archers Barbarians Rocket Skeleton Army
Rocket Fire Spirit Archers Wizard
The Log
Wizard Rocket
The Log Wizard
Rocket
Rocket The Log
Rocket
Rocket The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: