My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!

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 Goblin Gang Inferno Tower Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Giant 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.

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 Giant

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 Giant

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
Archers Minions Goblin Gang Hog Rider Giant
Giant Snowball
Fire Spirit Archers Minions Goblin Gang Hog Rider
Zap
Fire Spirit Archers Minions Goblin Gang Inferno Tower
Barbarian Barrel
Fire Spirit Archers Goblin Gang Inferno Tower Electro Wizard
The Log
Fire Spirit Archers Goblin Gang Hog Rider
Earthquake
Archers Goblin Gang Hog Rider Inferno Tower
Arrows
Fire Spirit Archers Minions Goblin Gang
Royal Delivery
Fire Spirit Archers Minions Goblin Gang Hog Rider Electro Wizard
Fireball
Archers Minions Goblin Gang Hog Rider Inferno Tower Electro Wizard
Poison
Archers Minions Goblin Gang Inferno Tower Electro Wizard
Lightning
Inferno Tower Electro Wizard
Rocket
Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit

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 Inferno Tower

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Archers Minions Goblin Gang Hog Rider Electro Wizard Giant Inferno Tower

Shortest cycle

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

10 Fire Spirit Archers Minions Goblin Gang

Attack Synergies 4 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 Giant
Archers
Hog Rider Giant
Minions
Hog Rider Giant
Goblin Gang
Hog Rider Giant
Hog Rider
Fire Spirit Minions Goblin Gang Archers Giant Electro Wizard
Giant
Minions Fire Spirit Archers Goblin Gang Hog Rider Electro Wizard
Inferno Tower
Electro Wizard
Hog Rider Giant

Defense Synergies 2 9

Fire Spirit
Inferno Tower Electro Wizard
Archers
Minions Goblin Gang Inferno Tower Electro Wizard
Minions
Archers Inferno Tower Electro Wizard
Goblin Gang
Inferno Tower Archers Electro Wizard
Hog Rider
Giant
Inferno Tower
Goblin Gang Electro Wizard Fire Spirit Archers Minions
Electro Wizard
Inferno Tower Fire Spirit Archers Minions Goblin Gang

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.

Minions Inferno Tower Electro Wizard
Inferno Tower Minions Goblin Gang Electro Wizard
Goblin Gang Inferno Tower Fire Spirit Archers Minions Electro Wizard
Inferno Tower Minions Goblin Gang Electro Wizard
Goblin Gang Fire Spirit Archers Minions Electro Wizard
Minions Inferno Tower Electro Wizard Fire Spirit Archers Goblin Gang
Inferno Tower Electro Wizard
Inferno Tower Minions Goblin Gang
Goblin Gang Fire Spirit Archers Inferno Tower Electro Wizard
Archers Minions Goblin Gang Electro Wizard
Minions Inferno Tower Archers Goblin Gang Electro Wizard
Inferno Tower Fire Spirit Minions Goblin Gang Electro Wizard
Fire Spirit Minions Goblin Gang Electro Wizard
Inferno Tower Goblin Gang Electro Wizard
Inferno Tower Goblin Gang Electro Wizard
Minions Goblin Gang Inferno Tower Electro Wizard
Fire Spirit Archers Minions Goblin Gang Electro Wizard
Fire Spirit Archers Minions Electro Wizard
Inferno Tower Electro Wizard
Goblin Gang Fire Spirit Archers Minions Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Archers Inferno Tower Electro Wizard
Electro Wizard Archers Goblin Gang
Goblin Gang Minions Inferno Tower Electro Wizard
Goblin Gang Inferno Tower Electro Wizard
Inferno Tower Goblin Gang
Fire Spirit Archers Minions Goblin Gang Electro Wizard
Goblin Gang Archers Minions Inferno Tower Electro Wizard
Inferno Tower
Electro Wizard Minions Inferno Tower
Inferno Tower Goblin Gang
Minions Inferno Tower
Electro Wizard
Goblin Gang Inferno Tower
Archers
Goblin Gang Inferno Tower Electro Wizard Archers Minions
Minions Archers Inferno Tower 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.)

Electro Wizard
Fire Spirit
Fire Spirit Minions
Fire Spirit Archers
Fire Spirit
Fire Spirit Minions Goblin Gang Electro Wizard
Electro Wizard
Fire Spirit Archers
Fire Spirit
Minions
Minions
Fire Spirit Archers Electro Wizard
Fire Spirit
Minions
Fire Spirit
Electro Wizard
Fire Spirit Archers Electro Wizard
Electro Wizard Minions
Electro Wizard
Electro Wizard Fire Spirit Archers Minions Goblin Gang
Fire Spirit Archers Electro Wizard
Goblin Gang Electro Wizard
Minions Goblin Gang Electro Wizard
Electro Wizard
Electro Wizard

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