My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Goblin Gang Minion Horde 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.

Ice 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 Fireball

Punishments

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

Goblin Gang Hog Rider

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 Goblin Gang Barbarians Minion Horde 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
Goblin Gang Minion Horde Hog Rider
Giant Snowball
Fire Spirit Goblin Gang Barbarians Minion Horde Hog Rider
Zap
Fire Spirit Goblin Gang Minion Horde
Barbarian Barrel
Fire Spirit Goblin Gang Barbarians Ice Wizard
The Log
Fire Spirit Goblin Gang Barbarians Hog Rider
Earthquake
Goblin Gang Barbarians Hog Rider
Arrows
Fire Spirit Goblin Gang Minion Horde
Royal Delivery
Fire Spirit Goblin Gang Barbarians Minion Horde Hog Rider Ice Wizard
Fireball
Goblin Gang Barbarians Minion Horde Hog Rider Ice Wizard
Poison
Goblin Gang Barbarians Minion Horde Ice Wizard
Lightning
Ice Wizard
Rocket
Barbarians Minion Horde Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball 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 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.

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 Goblin Gang Barbarians Minion Horde Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Goblin Gang Ice Wizard Fireball Hog Rider Barbarians Minion Horde

Shortest cycle

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

9 Fire Spirit Zap Goblin Gang Ice Wizard

Attack Synergies 5 5

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
Zap
Fireball Hog Rider Fire Spirit Minion Horde Ice Wizard
Goblin Gang
Hog Rider
Barbarians
Hog Rider
Minion Horde
Zap Hog Rider
Fireball
Zap Hog Rider
Hog Rider
Fire Spirit Zap Goblin Gang Fireball Barbarians Minion Horde
Ice Wizard
Zap

Defense Synergies 1 10

Fire Spirit
Zap
Zap
Fireball Fire Spirit Goblin Gang Barbarians Minion Horde Ice Wizard
Goblin Gang
Zap Barbarians Ice Wizard
Barbarians
Zap Goblin Gang Minion Horde
Minion Horde
Zap Barbarians Ice Wizard
Fireball
Zap Ice Wizard
Hog Rider
Ice Wizard
Zap Goblin Gang Minion Horde Fireball

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 Minion Horde Fireball
Barbarians Minion Horde Zap Goblin Gang Ice Wizard
Goblin Gang Barbarians Minion Horde Fire Spirit Ice Wizard
Barbarians Minion Horde Goblin Gang Ice Wizard
Barbarians Fireball
Goblin Gang Fireball Fire Spirit Zap Ice Wizard
Minion Horde Fire Spirit Zap Goblin Gang Fireball Ice Wizard
Zap Barbarians Fireball
Barbarians Minion Horde Goblin Gang Ice Wizard
Goblin Gang Fire Spirit Barbarians Minion Horde Ice Wizard
Goblin Gang Barbarians Minion Horde Ice Wizard Zap Fireball
Minion Horde Zap Goblin Gang Fireball Ice Wizard
Barbarians Minion Horde Fire Spirit Zap Goblin Gang Fireball Ice Wizard
Fire Spirit Fireball Zap Goblin Gang Barbarians Minion Horde
Barbarians Goblin Gang Minion Horde
Barbarians Minion Horde Zap Goblin Gang Fireball
Barbarians Minion Horde Goblin Gang Fireball
Fire Spirit Fireball Zap Goblin Gang Barbarians Minion Horde Ice Wizard
Zap Fire Spirit Barbarians Fireball Ice Wizard
Barbarians
Goblin Gang Fire Spirit Barbarians Minion Horde Fireball

Counters to secondary win conditions

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

Goblin Gang Barbarians Zap Fireball
Fireball Zap Goblin Gang
Goblin Gang Barbarians Zap Minion Horde
Goblin Gang Zap Barbarians Minion Horde Fireball
Barbarians Goblin Gang Minion Horde
Fire Spirit Fireball Zap Goblin Gang Minion Horde Ice Wizard
Goblin Gang Barbarians Minion Horde Fireball Ice Wizard
Barbarians Minion Horde
Zap Minion Horde Barbarians Fireball
Goblin Gang Barbarians Minion Horde
Barbarians Minion Horde
Zap Barbarians Fireball
Barbarians Goblin Gang Minion Horde Fireball
Barbarians Minion Horde Fireball
Goblin Gang Barbarians Zap Minion Horde Fireball
Zap Barbarians Minion Horde Fireball 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.)

Fireball Minion Horde
Fireball Zap Ice Wizard
Minion Horde Fireball
Barbarians Fireball
Fireball Fire Spirit Zap Minion Horde
Fireball Fire Spirit Zap Minion Horde Ice Wizard
Fire Spirit Minion Horde
Fireball Fire Spirit Zap Ice Wizard
Fireball Zap
Fire Spirit Goblin Gang Minion Horde Fireball
Zap Minion Horde Fireball
Fireball Fire Spirit Zap
Fire Spirit Fireball
Minion Horde Fireball
Zap Fireball
Zap Minion Horde Fireball
Minion Horde Fireball
Fireball
Minion Horde
Fire Spirit Zap Fireball
Fire Spirit Zap Fireball
Minion Horde Fireball
Fireball
Zap Barbarians Minion Horde Fireball
Zap Fire Spirit Fireball Ice Wizard
Minion Horde
Fireball Zap Ice Wizard
Fireball Zap
Fireball Zap
Fire Spirit Zap Minion Horde Fireball Ice Wizard
Zap Minion Horde Fireball
Minion Horde Fireball
Zap Minion Horde Fireball
Zap Minion Horde Fireball
Minion Horde
Fireball
Zap Minion Horde Fire Spirit Goblin Gang Barbarians Fireball
Fireball Fire Spirit Zap Ice Wizard
Fireball
Fireball Goblin Gang Minion Horde
Zap Fireball
Zap Fireball
Minion Horde
Zap Goblin Gang Minion Horde Fireball
Zap Fireball
Zap Fireball

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