My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
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 Ice 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 Ice Wizard

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

The Log

Punishments

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

Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

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 Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber The Log Ice 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 Skeleton Army Ice Wizard

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.

Goblin Barrel 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 Goblin Barrel Ice 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 Bomber The Log Goblin Barrel Skeleton Army Ice Wizard Hog Rider Barbarians

Shortest cycle

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

8 Fire Spirit Bomber The Log Goblin Barrel

Attack Synergies 2 6

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 Goblin Barrel
Bomber
Hog Rider
Barbarians
Hog Rider
Hog Rider
Fire Spirit The Log Bomber Barbarians Goblin Barrel
Goblin Barrel
Fire Spirit Hog Rider Skeleton Army Ice Wizard
Skeleton Army
Goblin Barrel
The Log
Hog Rider
Ice Wizard
Goblin Barrel

Defense Synergies 0 6

Fire Spirit
The Log
Bomber
The Log
Barbarians
Skeleton Army
Hog Rider
Goblin Barrel
Skeleton Army
Barbarians The Log Ice Wizard
The Log
Fire Spirit Bomber Skeleton Army Ice Wizard
Ice Wizard
Skeleton Army The Log

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 The Log
Barbarians Skeleton Army Bomber The Log Ice Wizard
Barbarians Skeleton Army Fire Spirit Bomber Ice Wizard
Barbarians Skeleton Army Bomber Ice Wizard
Bomber Barbarians Skeleton Army The Log
Skeleton Army The Log Fire Spirit Bomber Ice Wizard
Fire Spirit Ice Wizard
Barbarians The Log
Barbarians Skeleton Army Ice Wizard
Skeleton Army Fire Spirit Bomber Barbarians Ice Wizard
Barbarians Skeleton Army Ice Wizard Bomber The Log
Ice Wizard
Barbarians Skeleton Army Fire Spirit Bomber The Log Ice Wizard
Fire Spirit Bomber Skeleton Army Barbarians The Log
Barbarians Skeleton Army
Barbarians Skeleton Army The Log
Barbarians Bomber Skeleton Army
Fire Spirit Bomber Barbarians Skeleton Army The Log Ice Wizard
The Log Fire Spirit Bomber Barbarians Ice Wizard
Barbarians
Bomber Skeleton Army Fire Spirit Barbarians The Log

Counters to secondary win conditions

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

Barbarians Skeleton Army
Bomber The Log
Barbarians Skeleton Army The Log
Skeleton Army Barbarians The Log
Barbarians Skeleton Army
Fire Spirit Ice Wizard
Skeleton Army Barbarians Ice Wizard
Barbarians Skeleton Army
Barbarians Skeleton Army The Log
Barbarians Skeleton Army
Barbarians
Skeleton Army Barbarians The Log
Barbarians Skeleton Army
Bomber Barbarians Skeleton Army
Barbarians Skeleton Army Bomber The Log
Bomber Barbarians The Log Ice 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.)

The Log
The Log Ice Wizard
The Log
Barbarians The Log
Bomber Fire Spirit The Log
Fire Spirit Ice Wizard
Fire Spirit Bomber The Log
The Log Fire Spirit Ice Wizard
The Log
Fire Spirit
The Log
Fire Spirit
Fire Spirit The Log
The Log
Bomber The Log
The Log
Bomber
Fire Spirit Bomber The Log
Fire Spirit Bomber The Log
The Log
The Log
Barbarians The Log
The Log Fire Spirit Bomber Ice Wizard
The Log Ice Wizard
The Log
The Log
Fire Spirit Ice Wizard
Bomber The Log
The Log
Fire Spirit Barbarians Skeleton Army
Fire Spirit Ice Wizard
The Log
The Log Bomber
The Log
The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: