My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
Versatility
Godly!
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 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 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.

Wizard Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Miner

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 Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

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

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 Miner 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 Skeleton Army Miner
Giant Snowball
Fire Spirit Hog Rider Skeleton Army Miner
Zap
Fire Spirit Skeleton Army
Barbarian Barrel
Fire Spirit Wizard Skeleton Army Electro Wizard
The Log
Fire Spirit Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Fire Spirit Skeleton Army
Royal Delivery
Fire Spirit Hog Rider Wizard Skeleton Army Miner Electro Wizard
Fireball
Hog Rider Wizard Skeleton Army Electro Wizard
Poison
Wizard Skeleton Army Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Hog Rider Wizard

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 Skeleton Army Miner

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.

Skeleton Army

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 Wizard 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 Zap The Log Skeleton Army Miner Hog Rider Electro Wizard Wizard

Shortest cycle

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

8 Fire Spirit Zap The Log Skeleton Army

Attack Synergies 6 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 Miner Zap
Zap
Hog Rider Miner Electro Wizard Fire Spirit The Log
Hog Rider
Fire Spirit Zap The Log Wizard Electro Wizard
Wizard
Hog Rider Miner
Skeleton Army
The Log
Hog Rider Zap Miner
Miner
Fire Spirit Zap Wizard The Log Electro Wizard
Electro Wizard
Zap Hog Rider Miner

Defense Synergies 1 13

Fire Spirit
Zap The Log Electro Wizard
Zap
Electro Wizard Fire Spirit Skeleton Army The Log Miner
Hog Rider
Wizard
Skeleton Army The Log Electro Wizard
Skeleton Army
Zap Wizard The Log Electro Wizard
The Log
Fire Spirit Zap Wizard Skeleton Army Miner Electro Wizard
Miner
Zap The Log
Electro Wizard
Zap Fire Spirit Wizard Skeleton Army 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 Wizard The Log Electro Wizard
Skeleton Army Zap The Log Electro Wizard
Skeleton Army Fire Spirit Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army The Log
Skeleton Army The Log Fire Spirit Zap Electro Wizard
Electro Wizard Fire Spirit Zap Wizard
Zap The Log Electro Wizard
Skeleton Army
Skeleton Army Fire Spirit Miner Electro Wizard
Skeleton Army Electro Wizard Zap Wizard The Log
Zap Wizard Electro Wizard
Skeleton Army Fire Spirit Zap Wizard The Log Electro Wizard
Fire Spirit Wizard Skeleton Army Zap The Log Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Zap The Log Electro Wizard
Wizard Skeleton Army Electro Wizard
Fire Spirit Zap Wizard Skeleton Army The Log Electro Wizard
Zap Wizard The Log Fire Spirit Electro Wizard
Electro Wizard
Wizard Skeleton Army Fire Spirit The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Electro Wizard
Electro Wizard Zap Wizard The Log Miner
Skeleton Army Zap The Log Electro Wizard
Skeleton Army Zap The Log Electro Wizard
Skeleton Army
Fire Spirit Wizard Zap Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army
Zap Electro Wizard Skeleton Army The Log
Skeleton Army
Skeleton Army Zap The Log Electro Wizard
Skeleton Army Wizard
Wizard Skeleton Army
Skeleton Army Electro Wizard Zap The Log
Zap Wizard 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.)

The Log
Zap The Log Miner Electro Wizard
The Log Miner
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 Miner Zap Wizard
Fire Spirit Electro Wizard
Miner Zap Wizard The Log Electro Wizard
Fire Spirit Zap Wizard
Fire Spirit The Log Miner
Zap The Log
Zap Wizard The Log
Wizard The Log
Fire Spirit Zap Wizard The Log Electro Wizard
Fire Spirit Zap Wizard The Log Miner
The Log
Wizard
The Log
Zap The Log
Zap The Log Fire Spirit Wizard
The Log Miner Zap Wizard Electro Wizard
Zap Wizard The Log Miner
Miner Zap The Log
Fire Spirit Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard The Log Miner
Zap Electro Wizard
Wizard The Log
Zap Electro Wizard Fire Spirit Skeleton Army
Fire Spirit Zap Wizard Electro Wizard
The Log
Miner Wizard Electro Wizard
The Log Zap Wizard
Zap
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Miner Electro Wizard

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