My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit 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.

Electro Wizard

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 Fireball 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.

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 Goblins 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 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 Snowball
Fire Spirit Goblins Hog Rider
Zap
Fire Spirit Goblins Inferno Tower
Barbarian Barrel
Fire Spirit Goblins Inferno Tower Electro Wizard
The Log
Fire Spirit Goblins Hog Rider
Earthquake
Hog Rider Inferno Tower
Arrows
Fire Spirit Goblins
Royal Delivery
Fire Spirit Goblins Hog Rider Electro Wizard
Fireball
Hog Rider Inferno Tower Electro Wizard
Poison
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 Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball 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 Inferno Tower

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 Goblins Fireball 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 Goblins Zap The Log Fireball Hog Rider Electro Wizard Inferno Tower

Shortest cycle

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

7 Fire Spirit Goblins Zap The Log

Attack Synergies 7 6

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
Goblins
Hog Rider Zap
Zap
Fireball Hog Rider Electro Wizard Fire Spirit Goblins The Log
Fireball
Zap Hog Rider The Log Electro Wizard
Hog Rider
Fire Spirit Goblins Zap Fireball The Log Electro Wizard
Inferno Tower
The Log
Hog Rider Zap Fireball
Electro Wizard
Zap Fireball Hog Rider

Defense Synergies 5 13

Fire Spirit
Zap Inferno Tower The Log Electro Wizard
Goblins
Zap Inferno Tower The Log Electro Wizard
Zap
Fireball Electro Wizard Fire Spirit Goblins Inferno Tower The Log
Fireball
Zap The Log Inferno Tower Electro Wizard
Hog Rider
Inferno Tower
The Log Electro Wizard Fire Spirit Goblins Zap Fireball
The Log
Fireball Inferno Tower Fire Spirit Goblins Zap Electro Wizard
Electro Wizard
Zap Inferno Tower Fire Spirit Goblins Fireball The Log

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 Fireball Inferno Tower The Log Electro Wizard
Inferno Tower Goblins Zap The Log Electro Wizard
Inferno Tower Fire Spirit Goblins Electro Wizard
Inferno Tower Goblins Electro Wizard
Fireball The Log
Fireball The Log Fire Spirit Goblins Zap Electro Wizard
Inferno Tower Electro Wizard Fire Spirit Zap Fireball
Zap Fireball Inferno Tower The Log Electro Wizard
Inferno Tower Goblins
Fire Spirit Goblins Inferno Tower Electro Wizard
Goblins Electro Wizard Zap Fireball The Log
Inferno Tower Zap Fireball Electro Wizard
Inferno Tower Fire Spirit Zap Fireball The Log Electro Wizard
Fire Spirit Fireball Goblins Zap The Log Electro Wizard
Inferno Tower Electro Wizard
Inferno Tower Zap Fireball The Log Electro Wizard
Goblins Fireball Inferno Tower Electro Wizard
Fire Spirit Fireball Goblins Zap The Log Electro Wizard
Zap The Log Fire Spirit Fireball Electro Wizard
Inferno Tower Electro Wizard
Fire Spirit Goblins Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Goblins Zap Fireball Inferno Tower Electro Wizard
Fireball Electro Wizard Zap The Log
Goblins Zap Inferno Tower The Log Electro Wizard
Zap Fireball Inferno Tower The Log Electro Wizard
Inferno Tower
Fire Spirit Fireball Zap Electro Wizard
Goblins Fireball Inferno Tower Electro Wizard
Inferno Tower
Zap Electro Wizard Goblins Fireball Inferno Tower The Log
Inferno Tower
Inferno Tower
Zap Fireball The Log Electro Wizard
Fireball Inferno Tower
Fireball
Inferno Tower Electro Wizard Goblins Zap Fireball The Log
Zap Fireball Inferno Tower The Log 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 The Log
Fireball Zap The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball Fire Spirit Zap The Log
Fireball Fire Spirit Zap
Fire Spirit The Log
Fireball The Log Fire Spirit Zap
Fireball The Log Zap
Fire Spirit Goblins Fireball Electro Wizard
Zap Fireball The Log Electro Wizard
Fireball Fire Spirit Zap
Fire Spirit Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Fire Spirit Zap Fireball The Log Electro Wizard
Fire Spirit Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Fire Spirit Fireball
Fireball The Log Zap Electro Wizard
Fireball Zap The Log
Fireball Zap The Log
Fire Spirit Zap Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball The Log
Zap Fireball Electro Wizard
Fireball The Log
Zap Electro Wizard Fire Spirit Fireball
Fireball Fire Spirit Zap Electro Wizard
The Log Fireball
Fireball Electro Wizard
The Log Zap Fireball
Zap Fireball
Zap Fireball The Log Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball The Log Electro Wizard

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