My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Good
Synergy
Good
Versatility
Bad
F2P score
RIP

2 problems 1 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 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!

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 Ram Rider

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.

Skeletons Royal Ghost Electro Wizard Ram Rider Lava Hound

Offensive cards

Win conditions

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

Hog Rider Ram Rider Lava Hound

Damage spells

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

Fireball

Punishments

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

Hog Rider Royal Ghost Ram 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 Hog Rider Royal Ghost Ram Rider Lava Hound

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 Royal Ghost Electro Wizard Ram 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
Skeletons Hog Rider Ram Rider Lava Hound
Giant Snowball
Skeletons Fire Spirit Hog Rider Ram Rider Lava Hound
Zap
Skeletons Fire Spirit Ram Rider Lava Hound
Barbarian Barrel
Skeletons Fire Spirit Royal Ghost Electro Wizard
The Log
Skeletons Fire Spirit Hog Rider Ram Rider
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Fire Spirit Lava Hound
Royal Delivery
Skeletons Fire Spirit Hog Rider Royal Ghost Electro Wizard Ram Rider Lava Hound
Fireball
Hog Rider Electro Wizard Ram Rider Lava Hound
Poison
Electro Wizard Lava Hound
Lightning
Electro Wizard Ram Rider
Rocket
Hog Rider Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Royal Ghost

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 Royal Ghost

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 Fireball Electro Wizard Lava Hound

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Royal Ghost Fireball Hog Rider Electro Wizard Ram Rider Lava Hound

Shortest cycle

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

9 Skeletons Fire Spirit Royal Ghost Fireball

Attack Synergies 3 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.

Skeletons
Fire Spirit
Hog Rider Ram Rider
Fireball
Hog Rider Lava Hound Electro Wizard Ram Rider
Hog Rider
Fire Spirit Fireball Electro Wizard
Royal Ghost
Electro Wizard Ram Rider
Electro Wizard
Fireball Hog Rider Royal Ghost Ram Rider
Ram Rider
Fire Spirit Fireball Royal Ghost Electro Wizard
Lava Hound
Fireball

Defense Synergies 0 9

Skeletons
Fire Spirit Royal Ghost Electro Wizard Ram Rider
Fire Spirit
Skeletons Electro Wizard
Fireball
Electro Wizard Ram Rider
Hog Rider
Royal Ghost
Skeletons Electro Wizard
Electro Wizard
Skeletons Fire Spirit Fireball Royal Ghost Ram Rider
Ram Rider
Skeletons Fireball Electro Wizard
Lava Hound

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.

Fireball Electro Wizard Ram Rider
Skeletons Electro Wizard Ram Rider
Ram Rider Skeletons Fire Spirit Electro Wizard
Skeletons Electro Wizard Ram Rider
Fireball
Fireball Skeletons Fire Spirit Royal Ghost Electro Wizard
Electro Wizard Ram Rider Fire Spirit Fireball
Fireball Electro Wizard Ram Rider
Skeletons
Skeletons Fire Spirit Royal Ghost Electro Wizard
Electro Wizard Skeletons Fireball Royal Ghost Ram Rider
Fireball Electro Wizard Ram Rider
Skeletons Fire Spirit Fireball Electro Wizard Ram Rider
Fire Spirit Fireball Royal Ghost Electro Wizard
Electro Wizard Ram Rider
Fireball Electro Wizard Ram Rider
Skeletons Fireball Electro Wizard
Fire Spirit Fireball Royal Ghost Electro Wizard Ram Rider
Fire Spirit Fireball Royal Ghost Electro Wizard Ram Rider
Electro Wizard Ram Rider
Royal Ghost Fire Spirit Fireball Electro Wizard

Counters to secondary win conditions

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

Skeletons Fireball Royal Ghost Electro Wizard
Fireball Electro Wizard Royal Ghost
Skeletons Electro Wizard Ram Rider
Fireball Electro Wizard Ram Rider
Skeletons Ram Rider
Fire Spirit Fireball Skeletons Electro Wizard Ram Rider
Skeletons Fireball Electro Wizard Ram Rider
Electro Wizard Skeletons Fireball
Skeletons
Fireball Electro Wizard
Skeletons Fireball Ram Rider
Fireball
Electro Wizard Skeletons Fireball
Fireball Royal Ghost 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.)

Fireball Royal Ghost
Fireball Royal Ghost Electro Wizard Ram Rider
Fireball
Fireball
Fireball Fire Spirit
Fireball Fire Spirit Ram Rider
Fire Spirit
Fireball Fire Spirit Ram Rider
Fireball Ram Rider
Fire Spirit Fireball Electro Wizard
Fireball Electro Wizard Ram Rider
Fireball Fire Spirit
Fire Spirit Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fire Spirit Fireball Electro Wizard
Fire Spirit Fireball
Fireball
Fireball
Fireball
Fire Spirit Fireball
Fireball Royal Ghost Electro Wizard Ram Rider
Fireball Ram Rider
Fireball
Fire Spirit Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Fireball
Fireball Electro Wizard
Fireball
Electro Wizard Fire Spirit Fireball
Fireball Fire Spirit Electro Wizard Ram Rider
Fireball
Fireball Electro Wizard
Fireball
Fireball
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Royal Ghost Electro Wizard

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