My Best Clash Royale Deck

Deck Check Rating

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

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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit 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.

Knight 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.

Zap 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.

Missing

Dropped at the bridge

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

Fire Spirit Goblins Knight 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 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
Hog Rider
Giant Snowball
Fire Spirit Goblins Barbarians Hog Rider
Zap
Fire Spirit Goblins
Barbarian Barrel
Fire Spirit Goblins Knight Barbarians Electro Wizard
The Log
Fire Spirit Goblins Barbarians Hog Rider
Earthquake
Barbarians Hog Rider
Arrows
Fire Spirit Goblins
Royal Delivery
Fire Spirit Goblins Knight Barbarians Hog Rider Electro Wizard
Fireball
Barbarians Hog Rider Electro Wizard
Poison
Barbarians Electro Wizard
Lightning
Knight Electro Wizard
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Knight

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 Goblins Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Goblins Zap The Log Knight Hog Rider Electro Wizard Barbarians

Shortest cycle

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

7 Fire Spirit Goblins Zap The Log

Attack Synergies 6 9

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 Zap Knight
Goblins
Hog Rider Zap
Zap
Hog Rider Electro Wizard Fire Spirit Goblins Knight The Log
Knight
Hog Rider Fire Spirit Zap The Log Electro Wizard
Barbarians
Hog Rider
Hog Rider
Fire Spirit Goblins Zap Knight The Log Barbarians Electro Wizard
The Log
Hog Rider Zap Knight
Electro Wizard
Zap Knight Hog Rider

Defense Synergies 3 12

Fire Spirit
Knight Zap The Log Electro Wizard
Goblins
Zap Knight The Log Electro Wizard
Zap
Electro Wizard Fire Spirit Goblins Knight Barbarians The Log
Knight
Fire Spirit Electro Wizard Goblins Zap The Log
Barbarians
Zap
Hog Rider
The Log
Fire Spirit Goblins Zap Knight Electro Wizard
Electro Wizard
Zap Knight Fire Spirit Goblins 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.

Zap Knight The Log Electro Wizard
Barbarians Goblins Zap Knight The Log Electro Wizard
Barbarians Fire Spirit Goblins Knight Electro Wizard
Barbarians Goblins Knight Electro Wizard
Barbarians The Log
The Log Fire Spirit Goblins Zap Electro Wizard
Electro Wizard Fire Spirit Zap
Zap Barbarians The Log Electro Wizard
Barbarians Goblins
Knight Fire Spirit Goblins Barbarians Electro Wizard
Goblins Barbarians Electro Wizard Zap Knight The Log
Zap Electro Wizard
Barbarians Fire Spirit Zap Knight The Log Electro Wizard
Fire Spirit Goblins Zap Barbarians The Log Electro Wizard
Barbarians Knight Electro Wizard
Barbarians Zap The Log Electro Wizard
Barbarians Goblins Knight Electro Wizard
Fire Spirit Goblins Zap Knight Barbarians The Log Electro Wizard
Zap The Log Fire Spirit Knight Barbarians Electro Wizard
Barbarians Electro Wizard
Fire Spirit Goblins Knight Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Knight Barbarians Goblins Zap Electro Wizard
Electro Wizard Zap Knight The Log
Barbarians Goblins Zap Knight The Log Electro Wizard
Zap Knight Barbarians The Log Electro Wizard
Barbarians Knight
Fire Spirit Zap Electro Wizard
Goblins Knight Barbarians Electro Wizard
Knight Barbarians
Zap Electro Wizard Goblins Knight Barbarians The Log
Barbarians
Knight Barbarians
Zap Barbarians The Log Electro Wizard
Barbarians Knight
Barbarians
Barbarians Electro Wizard Goblins Zap Knight The Log
Zap Barbarians The Log 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.)

Knight The Log
Zap The Log Electro Wizard
The Log
Knight Barbarians The Log
Fire Spirit Zap The Log
Fire Spirit Zap
Fire Spirit The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Goblins Electro Wizard
Zap Knight The Log Electro Wizard
Fire Spirit Zap
Fire Spirit Knight The Log
Zap The Log
Zap The Log
The Log
Fire Spirit Zap The Log Electro Wizard
Fire Spirit Zap The Log
The Log
The Log
Zap Barbarians The Log
Zap The Log Fire Spirit
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Fire Spirit Zap Electro Wizard
Zap Electro Wizard
Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard Fire Spirit Barbarians
Fire Spirit Zap Electro Wizard
The Log
Knight Electro Wizard
The Log Zap
Zap
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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