My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Minions Goblin Gang 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 P.E.K.K.A Bandit

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.

Missing

Punishments

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

Goblin Gang Hog Rider Bandit

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 Goblin Gang Hog Rider P.E.K.K.A Bandit

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 Bandit

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 Minions Goblin Gang Hog Rider Bandit
Giant Snowball
Fire Spirit Bomber Minions Goblin Gang Hog Rider
Zap
Fire Spirit Bomber Minions Goblin Gang Bandit
Barbarian Barrel
Fire Spirit Bomber Goblin Gang Wizard Bandit
The Log
Fire Spirit Bomber Goblin Gang Hog Rider Bandit
Earthquake
Bomber Goblin Gang Hog Rider
Arrows
Fire Spirit Bomber Minions Goblin Gang
Royal Delivery
Fire Spirit Bomber Minions Goblin Gang Hog Rider Wizard P.E.K.K.A Bandit
Fireball
Bomber Minions Goblin Gang Hog Rider Wizard Bandit
Poison
Bomber Minions Goblin Gang Wizard
Lightning
Wizard Bandit
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber 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 P.E.K.K.A

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 Goblin Gang 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 Minions Goblin Gang Bandit Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Bomber Minions Goblin Gang

Attack Synergies 4 13

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 P.E.K.K.A Bandit
Bomber
Minions Hog Rider P.E.K.K.A Bandit
Minions
Hog Rider Bomber P.E.K.K.A Bandit
Goblin Gang
Hog Rider P.E.K.K.A Bandit
Hog Rider
Fire Spirit Minions Goblin Gang Bomber Wizard Bandit
Wizard
Hog Rider P.E.K.K.A Bandit
P.E.K.K.A
Fire Spirit Bomber Minions Goblin Gang Wizard
Bandit
Fire Spirit Bomber Minions Goblin Gang Hog Rider Wizard

Defense Synergies 0 9

Fire Spirit
P.E.K.K.A
Bomber
P.E.K.K.A Bandit
Minions
P.E.K.K.A Bandit
Goblin Gang
P.E.K.K.A Bandit
Hog Rider
Wizard
P.E.K.K.A Bandit
P.E.K.K.A
Fire Spirit Bomber Minions Goblin Gang Wizard
Bandit
Bomber Minions Goblin Gang 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 Minions Wizard
P.E.K.K.A Bomber Minions Goblin Gang Bandit
Goblin Gang P.E.K.K.A Fire Spirit Bomber Minions Bandit
P.E.K.K.A Bomber Minions Goblin Gang Bandit
Bomber P.E.K.K.A
Goblin Gang Fire Spirit Bomber Minions Bandit
Minions Fire Spirit Goblin Gang Wizard
P.E.K.K.A Bandit
P.E.K.K.A Minions Goblin Gang
Goblin Gang Fire Spirit Bomber Bandit
Minions Goblin Gang Bomber Wizard Bandit
Minions Goblin Gang Wizard
P.E.K.K.A Fire Spirit Bomber Minions Goblin Gang Wizard Bandit
Fire Spirit Bomber Wizard Minions Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang Bandit
Goblin Gang P.E.K.K.A Bandit
Wizard Bomber Minions Goblin Gang P.E.K.K.A
Fire Spirit Bomber Minions Goblin Gang Wizard Bandit
Wizard Fire Spirit Bomber Minions Bandit
P.E.K.K.A
Bomber Goblin Gang Wizard Fire Spirit Minions P.E.K.K.A Bandit

Counters to secondary win conditions

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

Goblin Gang P.E.K.K.A Bandit
Bandit Bomber Goblin Gang Wizard
Goblin Gang P.E.K.K.A Bandit Minions
Goblin Gang P.E.K.K.A Bandit
P.E.K.K.A Goblin Gang Bandit
Fire Spirit Wizard Minions Goblin Gang
Goblin Gang P.E.K.K.A Minions Bandit
P.E.K.K.A
P.E.K.K.A Minions Bandit
P.E.K.K.A Goblin Gang
P.E.K.K.A Minions
P.E.K.K.A
P.E.K.K.A Goblin Gang Wizard Bandit
Wizard Bomber
Goblin Gang Bomber Minions P.E.K.K.A
Minions Bomber Wizard P.E.K.K.A

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.)

Bandit
Bandit
Bandit
Bomber Wizard Fire Spirit
Wizard Fire Spirit Minions
Fire Spirit Bomber Wizard
Fire Spirit Wizard
Wizard Bandit
Fire Spirit Minions Goblin Gang
Wizard Bandit
Fire Spirit Wizard
Fire Spirit Bandit
Minions Bandit
Bomber Wizard Bandit
Wizard Bandit
Bomber Minions
Fire Spirit Bomber Wizard Bandit
Fire Spirit Bomber Wizard
Minions
Wizard
Fire Spirit Bomber Wizard
Wizard Bandit
Wizard Bandit
Bandit
Fire Spirit Wizard
Minions Wizard
Bomber Wizard Bandit
P.E.K.K.A
Wizard
Fire Spirit Minions Goblin Gang Bandit
Fire Spirit Wizard
Goblin Gang Wizard
Bomber Wizard
P.E.K.K.A
Minions Goblin Gang
Bandit

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