My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
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 Archers Minions

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.

Archers

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 Freeze 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 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

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
Archers Minions Hog Rider
Giant Snowball
Fire Spirit Archers Minions Barbarians Hog Rider
Zap
Fire Spirit Archers Minions
Barbarian Barrel
Fire Spirit Archers Barbarians
The Log
Fire Spirit Archers Barbarians Hog Rider
Earthquake
Archers Barbarians Hog Rider
Arrows
Fire Spirit Archers Minions
Royal Delivery
Fire Spirit Archers Minions Barbarians Hog Rider
Fireball
Archers Minions Barbarians Hog Rider
Poison
Archers Minions Barbarians
Lightning
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Freeze 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 Freeze

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 Barbarians

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap The Log Archers Minions Hog Rider Freeze Barbarians

Shortest cycle

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

8 Fire Spirit Zap The Log Archers

Attack Synergies 5 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.

Fire Spirit
Hog Rider Zap
Zap
Hog Rider Fire Spirit Archers Minions Freeze The Log
Archers
Zap Hog Rider
Minions
Hog Rider Zap
Barbarians
Hog Rider
Hog Rider
Fire Spirit Zap Minions Freeze The Log Archers Barbarians
Freeze
Hog Rider Zap
The Log
Hog Rider Zap

Defense Synergies 0 10

Fire Spirit
Zap The Log
Zap
Fire Spirit Archers Minions Barbarians The Log
Archers
Zap Minions The Log
Minions
Zap Archers Freeze The Log
Barbarians
Zap
Hog Rider
Freeze
Minions
The Log
Fire Spirit Zap Archers Minions

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 Minions The Log
Barbarians Zap Minions The Log
Barbarians Fire Spirit Archers Minions Freeze
Barbarians Minions
Barbarians The Log
Freeze The Log Fire Spirit Zap Archers Minions
Minions Fire Spirit Zap Archers Freeze
Zap Barbarians The Log
Barbarians Minions
Fire Spirit Archers Barbarians
Archers Minions Barbarians Zap Freeze The Log
Minions Zap Archers
Barbarians Fire Spirit Zap Minions Freeze The Log
Fire Spirit Zap Minions Barbarians Freeze The Log
Barbarians
Barbarians Zap Freeze The Log
Barbarians Minions
Fire Spirit Zap Archers Minions Barbarians The Log
Zap Freeze The Log Fire Spirit Archers Minions Barbarians
Barbarians
Fire Spirit Archers Minions Barbarians The Log

Counters to secondary win conditions

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

Barbarians Zap Archers
Zap Archers The Log
Barbarians Zap Minions The Log
Zap Barbarians The Log
Barbarians
Fire Spirit Zap Archers Minions Freeze
Archers Minions Barbarians
Barbarians
Zap Freeze Minions Barbarians The Log
Barbarians
Minions Barbarians
Zap Barbarians The Log
Barbarians
Archers Barbarians
Barbarians Zap Archers Minions Freeze The Log
Minions Zap Archers Barbarians Freeze The Log

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.)

Freeze The Log
Zap The Log
The Log
Barbarians Freeze The Log
Fire Spirit Zap The Log
Fire Spirit Zap Minions Freeze
Fire Spirit Archers The Log
The Log Fire Spirit Zap Freeze
The Log Zap
Fire Spirit Minions
Zap The Log
Fire Spirit Zap Archers
Fire Spirit The Log
Minions Freeze
Zap The Log
Zap The Log
The Log
Freeze
Minions
Fire Spirit Zap Archers The Log
Fire Spirit Zap The Log
Minions The Log
The Log
Zap Barbarians The Log
Zap Freeze The Log Fire Spirit
The Log Zap
Zap The Log
Zap The Log
Fire Spirit Zap Archers
Zap Minions Freeze
Zap The Log
Zap Freeze
The Log
Zap Fire Spirit Archers Minions Barbarians Freeze
Fire Spirit Zap Archers
Freeze
The Log
The Log Zap
Zap
Zap Minions Freeze The Log
Zap
Zap Freeze The Log

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