My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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 Minions 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

Offensive cards

Win conditions

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

Hog Rider Miner

Damage spells

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

Arrows

Punishments

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

Elite Barbarians Hog Rider Miner

Pump responses

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

Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Elite 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.

Elite Barbarians Hog Rider Miner

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows 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 Arrows Skeleton Army Miner

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.

Elite Barbarians 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 Minions 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 Arrows Minions Skeleton Army Miner Hog Rider Wizard Elite Barbarians

Shortest cycle

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

10 Fire Spirit Arrows Minions Skeleton Army

Attack Synergies 6 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 Miner Elite Barbarians
Arrows
Elite Barbarians Hog Rider Miner
Minions
Hog Rider Miner Elite Barbarians
Elite Barbarians
Arrows Fire Spirit Minions Hog Rider Wizard
Hog Rider
Fire Spirit Arrows Minions Elite Barbarians Wizard
Wizard
Elite Barbarians Hog Rider Miner
Skeleton Army
Miner
Fire Spirit Minions Arrows Wizard

Defense Synergies 0 2

Fire Spirit
Arrows
Minions
Elite Barbarians
Wizard
Hog Rider
Wizard
Elite Barbarians Skeleton Army
Skeleton Army
Wizard
Miner

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.

Minions Wizard
Elite Barbarians Skeleton Army Minions
Skeleton Army Fire Spirit Minions Elite Barbarians
Elite Barbarians Skeleton Army Minions
Arrows Elite Barbarians Skeleton Army
Arrows Skeleton Army Fire Spirit Minions
Minions Fire Spirit Arrows Wizard
Arrows
Minions Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Fire Spirit Miner
Minions Skeleton Army Arrows Wizard
Arrows Minions Wizard
Skeleton Army Fire Spirit Minions Elite Barbarians Wizard
Fire Spirit Wizard Skeleton Army Arrows Minions
Elite Barbarians Skeleton Army
Skeleton Army Elite Barbarians
Wizard Arrows Minions Elite Barbarians Skeleton Army
Fire Spirit Arrows Minions Elite Barbarians Wizard Skeleton Army
Arrows Wizard Fire Spirit Minions
Elite Barbarians
Wizard Skeleton Army Fire Spirit Arrows Minions Elite Barbarians

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians
Arrows Elite Barbarians Wizard Miner
Skeleton Army Minions Elite Barbarians
Skeleton Army Elite Barbarians
Elite Barbarians Skeleton Army
Fire Spirit Arrows Wizard Minions
Skeleton Army Minions Elite Barbarians
Elite Barbarians Skeleton Army
Minions Elite Barbarians Skeleton Army
Skeleton Army
Minions Elite Barbarians
Skeleton Army Arrows Elite Barbarians
Elite Barbarians Skeleton Army Wizard
Wizard Skeleton Army
Elite Barbarians Skeleton Army Minions
Arrows Minions Elite Barbarians 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.)

Arrows
Arrows Miner
Arrows Miner
Arrows
Wizard Fire Spirit Arrows
Arrows Wizard Fire Spirit Minions
Fire Spirit Arrows Wizard
Arrows Fire Spirit Wizard
Arrows Miner Wizard
Fire Spirit Minions Elite Barbarians
Miner Arrows Wizard
Fire Spirit Arrows Wizard
Fire Spirit Elite Barbarians Miner
Arrows Minions
Arrows Elite Barbarians
Arrows Wizard
Arrows Wizard
Arrows
Minions
Fire Spirit Arrows Wizard
Fire Spirit Arrows Wizard Miner
Minions
Arrows Wizard
Arrows
Arrows Fire Spirit Wizard
Arrows Miner Wizard
Arrows Wizard Miner
Miner Arrows
Elite Barbarians Fire Spirit Arrows Wizard
Minions Wizard
Elite Barbarians
Arrows Wizard Miner
Arrows
Arrows Wizard
Fire Spirit Minions Skeleton Army
Fire Spirit Arrows Wizard
Arrows
Miner Wizard
Arrows Wizard
Arrows
Elite Barbarians
Minions Elite Barbarians
Miner

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