My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minion Horde 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

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 Freeze

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball Wizard Freeze

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

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 Barbarians Minion Horde Fireball 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.

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 Fireball Hog Rider Freeze Barbarians Minion Horde Wizard

Shortest cycle

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

11 Fire Spirit Zap Fireball Hog Rider

Attack Synergies 5 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.

Fire Spirit
Hog Rider Zap
Zap
Fireball Hog Rider Fire Spirit Minion Horde Freeze
Barbarians
Hog Rider
Minion Horde
Zap Hog Rider Freeze
Fireball
Zap Hog Rider Freeze
Hog Rider
Fire Spirit Zap Fireball Freeze Barbarians Minion Horde Wizard
Wizard
Hog Rider
Freeze
Hog Rider Zap Minion Horde Fireball

Defense Synergies 1 7

Fire Spirit
Zap
Zap
Fireball Fire Spirit Barbarians Minion Horde
Barbarians
Zap Minion Horde
Minion Horde
Zap Barbarians Freeze
Fireball
Zap Freeze
Hog Rider
Wizard
Freeze
Freeze
Minion Horde Fireball 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 Minion Horde Fireball Wizard
Barbarians Minion Horde Zap
Barbarians Minion Horde Fire Spirit Freeze
Barbarians Minion Horde
Barbarians Fireball
Fireball Freeze Fire Spirit Zap
Minion Horde Fire Spirit Zap Fireball Wizard Freeze
Zap Barbarians Fireball
Barbarians Minion Horde
Fire Spirit Barbarians Minion Horde
Barbarians Minion Horde Zap Fireball Wizard Freeze
Minion Horde Zap Fireball Wizard
Barbarians Minion Horde Fire Spirit Zap Fireball Wizard Freeze
Fire Spirit Fireball Wizard Zap Barbarians Minion Horde Freeze
Barbarians Minion Horde
Barbarians Minion Horde Zap Fireball Freeze
Barbarians Minion Horde Wizard Fireball
Fire Spirit Fireball Zap Barbarians Minion Horde Wizard
Zap Wizard Freeze Fire Spirit Barbarians Fireball
Barbarians
Wizard Fire Spirit Barbarians Minion Horde Fireball

Counters to secondary win conditions

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

Barbarians Zap Fireball
Fireball Zap Wizard
Barbarians Zap Minion Horde
Zap Barbarians Minion Horde Fireball
Barbarians Minion Horde
Fire Spirit Fireball Wizard Zap Minion Horde Freeze
Barbarians Minion Horde Fireball
Barbarians Minion Horde
Zap Minion Horde Freeze Barbarians Fireball
Barbarians Minion Horde
Barbarians Minion Horde
Zap Barbarians Fireball
Barbarians Minion Horde Fireball Wizard
Wizard Barbarians Minion Horde Fireball
Barbarians Zap Minion Horde Fireball Freeze
Zap Barbarians Minion Horde Fireball Wizard Freeze

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 Minion Horde Freeze
Fireball Zap
Minion Horde Fireball
Barbarians Fireball Freeze
Fireball Wizard Fire Spirit Zap Minion Horde
Fireball Wizard Fire Spirit Zap Minion Horde Freeze
Fire Spirit Minion Horde Wizard
Fireball Fire Spirit Zap Wizard Freeze
Fireball Zap Wizard
Fire Spirit Minion Horde Fireball
Zap Minion Horde Fireball Wizard
Fireball Fire Spirit Zap Wizard
Fire Spirit Fireball
Minion Horde Fireball Freeze
Zap Fireball
Zap Minion Horde Fireball Wizard
Minion Horde Fireball Wizard
Fireball Freeze
Minion Horde
Fire Spirit Zap Fireball Wizard
Fire Spirit Zap Fireball Wizard
Minion Horde Fireball
Fireball Wizard
Zap Barbarians Minion Horde Fireball
Zap Freeze Fire Spirit Fireball Wizard
Minion Horde
Fireball Zap Wizard
Fireball Zap Wizard
Fireball Zap
Fire Spirit Zap Minion Horde Fireball Wizard
Zap Minion Horde Fireball Wizard Freeze
Minion Horde Fireball
Zap Minion Horde Fireball Wizard
Zap Minion Horde Fireball Freeze
Minion Horde
Fireball Wizard
Zap Minion Horde Fire Spirit Barbarians Fireball Freeze
Fireball Fire Spirit Zap Wizard
Freeze
Fireball
Fireball Minion Horde Wizard
Zap Fireball Wizard
Zap Fireball
Minion Horde
Zap Minion Horde Fireball Freeze
Zap Fireball
Zap Fireball Freeze

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