My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Elixir Golem

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 Zappies Princess 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.

Zappies Giant Prince Princess Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Arrows

Punishments

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

Hog Rider Giant Prince Princess

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 Hog Rider Giant Prince Princess

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 Prince
Giant Snowball
Fire Spirit Hog Rider Zappies Princess
Zap
Fire Spirit Zappies Prince Princess
Barbarian Barrel
Fire Spirit Zappies Princess Electro Wizard
The Log
Fire Spirit Hog Rider Zappies Prince Princess
Earthquake
Hog Rider Zappies
Arrows
Fire Spirit Zappies Princess
Royal Delivery
Fire Spirit Hog Rider Zappies Prince Princess Electro Wizard
Fireball
Hog Rider Zappies Princess Electro Wizard
Poison
Zappies Princess Electro Wizard
Lightning
Prince Electro Wizard
Rocket
Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Princess

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Princess

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 Arrows Prince Princess

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.

Princess

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Arrows Princess Hog Rider Zappies Electro Wizard Giant Prince

Shortest cycle

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

11 Fire Spirit Arrows Princess Hog Rider

Attack Synergies 4 14

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 Giant Prince
Arrows
Hog Rider Giant Prince
Hog Rider
Fire Spirit Arrows Zappies Giant Prince Princess Electro Wizard
Zappies
Hog Rider Giant Prince
Giant
Arrows Prince Fire Spirit Hog Rider Zappies Princess Electro Wizard
Prince
Giant Fire Spirit Arrows Hog Rider Zappies Princess Electro Wizard
Princess
Hog Rider Giant Prince
Electro Wizard
Hog Rider Giant Prince

Defense Synergies 0 5

Fire Spirit
Electro Wizard
Arrows
Prince
Hog Rider
Zappies
Prince Electro Wizard
Giant
Prince
Arrows Zappies Electro Wizard
Princess
Electro Wizard
Fire Spirit Zappies Prince

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.

Zappies Electro Wizard
Zappies Prince Electro Wizard
Prince Fire Spirit Zappies Electro Wizard
Prince Zappies Electro Wizard
Arrows Prince Princess
Arrows Fire Spirit Zappies Electro Wizard
Electro Wizard Fire Spirit Arrows Zappies Princess
Arrows Electro Wizard
Zappies Prince Princess
Fire Spirit Zappies Prince Electro Wizard
Electro Wizard Arrows Zappies Princess
Arrows Zappies Princess Electro Wizard
Prince Fire Spirit Zappies Electro Wizard
Fire Spirit Arrows Zappies Prince Princess Electro Wizard
Zappies Prince Electro Wizard
Zappies Prince Electro Wizard
Arrows Zappies Prince Electro Wizard
Fire Spirit Arrows Zappies Prince Electro Wizard
Arrows Fire Spirit Zappies Princess Electro Wizard
Zappies Prince Electro Wizard
Fire Spirit Arrows Zappies Prince Electro Wizard

Counters to secondary win conditions

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

Zappies Prince Electro Wizard
Electro Wizard Arrows Prince
Zappies Prince Electro Wizard
Prince Zappies Electro Wizard
Zappies Prince
Fire Spirit Arrows Zappies Princess Electro Wizard
Prince Zappies Electro Wizard
Zappies Prince
Electro Wizard Zappies Prince
Zappies
Zappies Prince
Arrows Prince Electro Wizard
Prince Zappies
Zappies Princess
Zappies Electro Wizard Prince
Arrows Zappies Princess 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.)

Princess Arrows
Arrows Princess Electro Wizard
Arrows
Arrows Prince
Fire Spirit Arrows
Arrows Fire Spirit Princess
Fire Spirit Arrows Princess
Arrows Fire Spirit Princess
Arrows
Fire Spirit Prince Electro Wizard
Arrows Prince Princess Electro Wizard
Fire Spirit Arrows Princess
Fire Spirit Princess
Arrows Princess
Princess Arrows Prince
Arrows Princess
Arrows Princess
Arrows
Fire Spirit Arrows Prince Princess Electro Wizard
Fire Spirit Arrows Princess
Prince
Arrows Princess
Prince
Arrows
Arrows Fire Spirit Princess
Arrows Princess Electro Wizard
Arrows Prince Princess
Arrows
Fire Spirit Arrows Princess Electro Wizard
Electro Wizard Zappies
Arrows
Arrows Zappies Princess Electro Wizard
Prince
Arrows Princess
Electro Wizard Fire Spirit Zappies Prince Princess
Fire Spirit Arrows Zappies Princess Electro Wizard
Arrows
Prince Princess Electro Wizard
Arrows Princess
Arrows
Prince
Zappies Princess Electro Wizard
Zappies Princess Electro Wizard
Prince Princess Electro Wizard

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