My Best Clash Royale Deck

Deck Check Rating

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

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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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.

Bomber Wizard Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows Fireball The Log

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 Barbarians Golem

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.

Golem

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
Bomber
Giant Snowball
Fire Spirit Bomber Barbarians
Zap
Fire Spirit Bomber
Barbarian Barrel
Fire Spirit Bomber Barbarians Wizard
The Log
Fire Spirit Bomber Barbarians
Earthquake
Bomber Barbarians
Arrows
Fire Spirit Bomber
Royal Delivery
Fire Spirit Bomber Barbarians Wizard
Fireball
Bomber Barbarians Wizard
Poison
Bomber Barbarians Wizard
Lightning
Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Arrows Fireball Wizard 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 Arrows Golem

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 Barbarians Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber The Log Arrows Fireball Barbarians Wizard Golem

Shortest cycle

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

8 Fire Spirit Bomber The Log Arrows

Attack Synergies 4 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
Golem
Bomber
Golem
Arrows
Fireball Golem
Barbarians
Fireball
Arrows Golem The Log
Wizard
Golem
Golem
Bomber Arrows Fireball Fire Spirit Wizard The Log
The Log
Fireball Golem

Defense Synergies 1 5

Fire Spirit
The Log
Bomber
The Log
Arrows
Barbarians Fireball
Barbarians
Arrows
Fireball
The Log Arrows
Wizard
The Log
Golem
The Log
Fireball Fire Spirit Bomber Wizard

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.

Bomber Fireball Wizard The Log
Barbarians Bomber The Log
Barbarians Fire Spirit Bomber
Barbarians Bomber
Bomber Arrows Barbarians Fireball The Log
Arrows Fireball The Log Fire Spirit Bomber
Fire Spirit Arrows Fireball Wizard
Arrows Barbarians Fireball The Log
Barbarians
Fire Spirit Bomber Barbarians
Barbarians Bomber Arrows Fireball Wizard The Log
Arrows Fireball Wizard
Barbarians Fire Spirit Bomber Fireball Wizard The Log
Fire Spirit Bomber Fireball Wizard Arrows Barbarians The Log
Barbarians
Barbarians Fireball The Log
Barbarians Wizard Bomber Arrows Fireball
Fire Spirit Arrows Fireball Bomber Barbarians Wizard The Log
Arrows Wizard The Log Fire Spirit Bomber Barbarians Fireball
Barbarians
Bomber Wizard Fire Spirit Arrows Barbarians Fireball The Log

Counters to secondary win conditions

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

Barbarians Fireball
Fireball Bomber Arrows Wizard The Log
Barbarians The Log
Barbarians Fireball The Log
Barbarians
Fire Spirit Arrows Fireball Wizard
Barbarians Fireball
Barbarians
Barbarians Fireball The Log
Barbarians
Barbarians
Arrows Barbarians Fireball The Log
Barbarians Fireball Wizard
Wizard Bomber Barbarians Fireball
Barbarians Bomber Fireball The Log
Arrows Bomber Barbarians Fireball 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.)

Fireball Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Barbarians Fireball The Log
Bomber Fireball Wizard Fire Spirit Arrows The Log
Arrows Fireball Wizard Fire Spirit
Fire Spirit Bomber Arrows Wizard The Log
Arrows Fireball The Log Fire Spirit Wizard
Arrows Fireball The Log Wizard
Fire Spirit Fireball
Arrows Fireball Wizard The Log
Fireball Fire Spirit Arrows Wizard
Fire Spirit Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Bomber Arrows Fireball Wizard The Log
Arrows Fireball Wizard The Log
Arrows Fireball
Bomber
Fire Spirit Bomber Arrows Fireball Wizard The Log
Fire Spirit Bomber Arrows Fireball Wizard The Log
Fireball The Log
Arrows Fireball Wizard
The Log
Arrows Barbarians Fireball The Log
Arrows The Log Fire Spirit Bomber Fireball Wizard
Arrows Fireball The Log Wizard
Fireball Arrows Wizard The Log
Fireball Arrows The Log
Fire Spirit Arrows Fireball Wizard
Fireball Wizard
Fireball
Bomber Arrows Fireball Wizard The Log
Arrows Fireball
Arrows Fireball Wizard The Log
Fire Spirit Barbarians Fireball
Fireball Fire Spirit Arrows Wizard
Arrows The Log Fireball
Fireball Wizard
Arrows The Log Bomber Fireball Wizard
Arrows Fireball
Fireball The Log
Fireball
Fireball The Log

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