My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Bad
Synergy
Godly!
Versatility
RIP
F2P score
Mediocre

3 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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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

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.

Ice Spirit

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Rage The Log

Punishments

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

Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Ice 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 Goblin Barrel

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 Goblin Barrel
Giant Snowball
Fire Spirit Hog Rider Goblin Barrel
Zap
Fire Spirit Goblin Barrel
Barbarian Barrel
Fire Spirit Ice Spirit Goblin Barrel
The Log
Fire Spirit Ice Spirit Hog Rider Goblin Barrel
Earthquake
Hog Rider Goblin Barrel
Arrows
Fire Spirit Ice Spirit Goblin Barrel
Royal Delivery
Fire Spirit Ice Spirit Hog Rider Goblin Barrel
Fireball
Hog Rider Goblin Barrel
Poison
Lightning
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap 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 Ice Spirit Rage

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.

Goblin Barrel

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 Ice Spirit Goblin Barrel

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.

Mirror Fire Spirit Ice Spirit Zap Rage The Log Goblin Barrel Hog Rider

Shortest cycle

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

4 Mirror Fire Spirit Ice Spirit Zap

Attack Synergies 10 5

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 Goblin Barrel
Ice Spirit
Zap Hog Rider Goblin Barrel
Zap
Ice Spirit Hog Rider Mirror Fire Spirit The Log
Hog Rider
Fire Spirit Ice Spirit Zap Rage The Log Mirror Goblin Barrel
Mirror
Zap Goblin Barrel The Log Hog Rider
Rage
Hog Rider
Goblin Barrel
Ice Spirit Mirror Fire Spirit Hog Rider
The Log
Hog Rider Mirror Zap

Defense Synergies 2 6

Fire Spirit
Ice Spirit Zap The Log
Ice Spirit
Zap Fire Spirit The Log
Zap
Ice Spirit Mirror Fire Spirit The Log
Hog Rider
Mirror
Zap The Log
Rage
Goblin Barrel
The Log
Fire Spirit Ice Spirit Zap Mirror

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 The Log
Ice Spirit Zap The Log
Fire Spirit
The Log
The Log Fire Spirit Zap
Fire Spirit Ice Spirit Zap
Zap The Log
Fire Spirit Ice Spirit
Zap The Log
Zap
Fire Spirit Ice Spirit Zap The Log
Fire Spirit Ice Spirit Zap The Log
Ice Spirit Zap The Log
Fire Spirit Ice Spirit Zap The Log
Zap The Log Fire Spirit Ice Spirit
Fire Spirit The Log

Counters to secondary win conditions

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

Zap
Zap The Log
Ice Spirit Zap The Log
Zap The Log
Fire Spirit Ice Spirit Zap
Zap Ice Spirit The Log
Zap The Log
Ice Spirit Zap The Log
Zap The Log

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
The Log
The Log
Fire Spirit Zap The Log
Fire Spirit Ice Spirit Zap
Fire Spirit The Log
The Log Fire Spirit Ice Spirit Zap
The Log Zap
Fire Spirit
Zap The Log
Fire Spirit Zap
Fire Spirit The Log
Zap The Log
Zap The Log
The Log
Fire Spirit Zap The Log
Fire Spirit Zap The Log
The Log
The Log
Zap The Log
Zap The Log Fire Spirit Ice Spirit
The Log Zap
Zap The Log
Zap The Log
Fire Spirit Zap
Zap Ice Spirit
Zap The Log
Zap Ice Spirit
The Log
Zap Fire Spirit Ice Spirit
Fire Spirit Zap
The Log
The Log Zap
Zap
Zap Ice Spirit The Log
Zap
Zap The Log

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