My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 Goblin Gang 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 Giant Skeleton 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.

Missing

Punishments

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

Goblin Gang Elite Barbarians Hog Rider

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 Elite Barbarians Hog Rider Giant Skeleton

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard

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 Giant Skeleton

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.

Elite Barbarians 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 Goblin Gang 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Goblin Gang Skeleton Army Hog Rider Electro Wizard Wizard Elite Barbarians Giant Skeleton

Shortest cycle

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

11 Fire Spirit Goblin Gang Skeleton Army Hog Rider

Attack Synergies 2 10

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 Elite Barbarians Giant Skeleton
Goblin Gang
Hog Rider Giant Skeleton
Elite Barbarians
Fire Spirit Hog Rider Wizard
Hog Rider
Fire Spirit Goblin Gang Elite Barbarians Wizard Giant Skeleton Electro Wizard
Wizard
Elite Barbarians Hog Rider Giant Skeleton
Skeleton Army
Giant Skeleton
Fire Spirit Goblin Gang Hog Rider Wizard Electro Wizard
Electro Wizard
Hog Rider Giant Skeleton

Defense Synergies 0 12

Fire Spirit
Giant Skeleton Electro Wizard
Goblin Gang
Skeleton Army Giant Skeleton Electro Wizard
Elite Barbarians
Wizard
Hog Rider
Wizard
Elite Barbarians Skeleton Army Giant Skeleton Electro Wizard
Skeleton Army
Goblin Gang Wizard Giant Skeleton Electro Wizard
Giant Skeleton
Fire Spirit Goblin Gang Wizard Skeleton Army Electro Wizard
Electro Wizard
Fire Spirit Goblin Gang Wizard Skeleton Army Giant Skeleton

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.

Wizard Electro Wizard
Elite Barbarians Skeleton Army Goblin Gang Electro Wizard
Goblin Gang Skeleton Army Fire Spirit Elite Barbarians Giant Skeleton Electro Wizard
Elite Barbarians Skeleton Army Goblin Gang Electro Wizard
Elite Barbarians Skeleton Army Giant Skeleton
Goblin Gang Skeleton Army Fire Spirit Electro Wizard
Electro Wizard Fire Spirit Goblin Gang Wizard
Giant Skeleton Electro Wizard
Goblin Gang Elite Barbarians Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Fire Spirit Giant Skeleton Electro Wizard
Goblin Gang Skeleton Army Electro Wizard Wizard Giant Skeleton
Goblin Gang Wizard Electro Wizard
Skeleton Army Fire Spirit Goblin Gang Elite Barbarians Wizard Giant Skeleton Electro Wizard
Fire Spirit Wizard Skeleton Army Goblin Gang Electro Wizard
Elite Barbarians Skeleton Army Goblin Gang Electro Wizard
Skeleton Army Goblin Gang Elite Barbarians Electro Wizard
Wizard Goblin Gang Elite Barbarians Skeleton Army Electro Wizard
Fire Spirit Goblin Gang Elite Barbarians Wizard Skeleton Army Electro Wizard
Wizard Fire Spirit Giant Skeleton Electro Wizard
Elite Barbarians Electro Wizard
Goblin Gang Wizard Skeleton Army Fire Spirit Elite Barbarians Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Elite Barbarians Giant Skeleton Electro Wizard
Electro Wizard Goblin Gang Elite Barbarians Wizard
Goblin Gang Skeleton Army Giant Skeleton Elite Barbarians Electro Wizard
Goblin Gang Skeleton Army Giant Skeleton Elite Barbarians Electro Wizard
Giant Skeleton Goblin Gang Elite Barbarians Skeleton Army
Fire Spirit Wizard Goblin Gang Electro Wizard
Goblin Gang Skeleton Army Elite Barbarians Giant Skeleton Electro Wizard
Giant Skeleton Elite Barbarians Skeleton Army
Giant Skeleton Electro Wizard Elite Barbarians Skeleton Army
Goblin Gang Skeleton Army
Elite Barbarians Giant Skeleton
Skeleton Army Elite Barbarians Giant Skeleton Electro Wizard
Elite Barbarians Skeleton Army Giant Skeleton Goblin Gang Wizard
Wizard Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Electro Wizard Giant Skeleton
Elite Barbarians Wizard Giant Skeleton 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.)

Giant Skeleton
Electro Wizard
Giant Skeleton
Giant Skeleton
Wizard Fire Spirit
Wizard Fire Spirit
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Goblin Gang Elite Barbarians Electro Wizard
Wizard Electro Wizard
Fire Spirit Wizard
Fire Spirit Elite Barbarians
Elite Barbarians
Wizard
Wizard
Fire Spirit Wizard Electro Wizard
Fire Spirit Wizard
Giant Skeleton
Wizard
Fire Spirit Wizard
Wizard Electro Wizard
Wizard
Elite Barbarians Fire Spirit Wizard Electro Wizard
Electro Wizard Wizard
Elite Barbarians
Wizard
Electro Wizard
Giant Skeleton
Wizard
Electro Wizard Fire Spirit Goblin Gang Skeleton Army
Fire Spirit Wizard Electro Wizard
Goblin Gang Wizard Electro Wizard
Wizard
Giant Skeleton
Elite Barbarians
Goblin Gang Elite Barbarians Giant Skeleton Electro Wizard
Electro Wizard
Giant Skeleton Electro Wizard

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