My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit 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.

Skeletons Wizard Prince

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 The Log

Punishments

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

Hog Rider Prince

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 Prince

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard 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 Prince

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 Barbarians 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.

Skeletons Fire Spirit Zap The Log Hog Rider Barbarians Wizard Prince

Shortest cycle

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

6 Skeletons Fire Spirit Zap The Log

Attack Synergies 4 8

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 Zap Prince
Zap
Hog Rider Prince Fire Spirit The Log
Barbarians
Hog Rider
Hog Rider
Fire Spirit Zap The Log Barbarians Wizard Prince
Wizard
Hog Rider Prince
Prince
Zap Fire Spirit Hog Rider Wizard The Log
The Log
Hog Rider Zap Prince

Defense Synergies 1 12

Skeletons
Fire Spirit Zap Wizard Prince The Log
Fire Spirit
Skeletons Zap The Log
Zap
Skeletons Fire Spirit Barbarians Prince The Log
Barbarians
Zap
Hog Rider
Wizard
Skeletons Prince The Log
Prince
The Log Skeletons Zap Wizard
The Log
Prince Skeletons Fire Spirit Zap 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.

Zap Wizard The Log
Barbarians Skeletons Zap Prince The Log
Barbarians Prince Skeletons Fire Spirit
Barbarians Prince Skeletons
Barbarians Prince The Log
The Log Skeletons Fire Spirit Zap
Fire Spirit Zap Wizard
Zap Barbarians The Log
Barbarians Skeletons Prince
Skeletons Fire Spirit Barbarians Prince
Barbarians Skeletons Zap Wizard The Log
Zap Wizard
Barbarians Prince Skeletons Fire Spirit Zap Wizard The Log
Fire Spirit Wizard Zap Barbarians Prince The Log
Barbarians Prince
Barbarians Zap Prince The Log
Barbarians Wizard Skeletons Prince
Fire Spirit Zap Barbarians Wizard Prince The Log
Zap Wizard The Log Fire Spirit Barbarians
Barbarians Prince
Wizard Fire Spirit Barbarians Prince The Log

Counters to secondary win conditions

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

Barbarians Skeletons Zap Prince
Zap Wizard Prince The Log
Barbarians Skeletons Zap Prince The Log
Prince Zap Barbarians The Log
Barbarians Skeletons Prince
Fire Spirit Wizard Skeletons Zap
Prince Skeletons Barbarians
Barbarians Prince
Zap Skeletons Barbarians Prince The Log
Skeletons Barbarians
Barbarians Prince
Zap Barbarians Prince The Log
Barbarians Prince Skeletons Wizard
Wizard Barbarians
Barbarians Skeletons Zap Prince The Log
Zap Barbarians Wizard 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.)

The Log
Zap The Log
The Log
Barbarians Prince The Log
Wizard Fire Spirit Zap The Log
Wizard Fire Spirit Zap
Fire Spirit Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Fire Spirit Prince
Zap Wizard Prince The Log
Fire Spirit Zap Wizard
Fire Spirit The Log
Zap Prince The Log
Zap Wizard The Log
Wizard The Log
Fire Spirit Zap Wizard Prince The Log
Fire Spirit Zap Wizard The Log
Prince The Log
Wizard
Prince The Log
Zap Barbarians The Log
Zap The Log Fire Spirit Wizard
The Log Zap Wizard
Zap Wizard Prince The Log
Zap The Log
Fire Spirit Zap Wizard
Zap Wizard
Zap Wizard The Log
Zap
Prince
Wizard The Log
Zap Fire Spirit Barbarians Prince
Fire Spirit Zap Wizard
The Log
Wizard Prince
The Log Zap Wizard
Zap
Prince
Zap The Log
Zap
Zap Prince The Log

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