My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 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 No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Inferno Dragon

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.

Knight Wizard Golem Bandit Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

The Log

Punishments

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

Elite Barbarians Bandit

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 Knight Elite Barbarians Golem Bandit

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 Golem Bandit

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
Elite Barbarians Bandit Inferno Dragon
Giant Snowball
Fire Spirit Inferno Dragon
Zap
Fire Spirit Bandit Inferno Dragon
Barbarian Barrel
Fire Spirit Knight Elite Barbarians Wizard Bandit
The Log
Fire Spirit Elite Barbarians Bandit
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Knight Elite Barbarians Wizard Bandit Inferno Dragon
Fireball
Elite Barbarians Wizard Bandit Inferno Dragon
Poison
Wizard
Lightning
Knight Elite Barbarians Wizard Bandit Inferno Dragon
Rocket
Elite Barbarians Wizard Inferno Dragon

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 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 Knight Golem Inferno Dragon

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

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

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 The Log Knight Bandit Inferno Dragon Wizard Elite Barbarians Golem

Shortest cycle

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

9 Fire Spirit The Log Knight Bandit

Attack Synergies 0 16

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
Knight Elite Barbarians Golem Bandit Inferno Dragon
Knight
Fire Spirit Elite Barbarians Wizard The Log
Elite Barbarians
Fire Spirit Knight Wizard The Log Bandit
Wizard
Knight Elite Barbarians Golem Bandit
Golem
Fire Spirit Wizard The Log Bandit
The Log
Knight Elite Barbarians Golem Bandit
Bandit
Fire Spirit Elite Barbarians Wizard Golem The Log
Inferno Dragon
Fire Spirit

Defense Synergies 1 9

Fire Spirit
Knight The Log
Knight
Fire Spirit Wizard The Log
Elite Barbarians
Wizard The Log
Wizard
Knight Elite Barbarians The Log Bandit
Golem
The Log
Fire Spirit Knight Elite Barbarians Wizard Bandit Inferno Dragon
Bandit
Wizard The Log
Inferno Dragon
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.

Knight Wizard The Log
Elite Barbarians Inferno Dragon Knight The Log Bandit
Fire Spirit Knight Elite Barbarians Bandit Inferno Dragon
Elite Barbarians Inferno Dragon Knight Bandit
Elite Barbarians The Log
The Log Fire Spirit Bandit
Inferno Dragon Fire Spirit Wizard
The Log Bandit
Inferno Dragon Elite Barbarians
Knight Elite Barbarians Fire Spirit Bandit
Knight Wizard The Log Bandit
Inferno Dragon Wizard
Fire Spirit Knight Elite Barbarians Wizard The Log Bandit
Fire Spirit Wizard The Log
Elite Barbarians Inferno Dragon Knight Bandit
Elite Barbarians The Log Bandit Inferno Dragon
Wizard Knight Elite Barbarians
Fire Spirit Knight Elite Barbarians Wizard The Log Bandit
Wizard The Log Fire Spirit Knight Bandit Inferno Dragon
Elite Barbarians Inferno Dragon
Wizard Fire Spirit Knight Elite Barbarians The Log Bandit

Counters to secondary win conditions

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

Knight Elite Barbarians Bandit
Bandit Knight Elite Barbarians Wizard The Log Inferno Dragon
Bandit Knight Elite Barbarians The Log
Knight Elite Barbarians The Log Bandit
Knight Elite Barbarians Bandit Inferno Dragon
Fire Spirit Wizard
Knight Elite Barbarians Bandit
Knight Elite Barbarians Inferno Dragon
Knight Elite Barbarians The Log Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Elite Barbarians
Elite Barbarians The Log
Elite Barbarians Knight Wizard Bandit
Wizard
Elite Barbarians Knight The Log Inferno Dragon
Elite Barbarians Wizard The Log Inferno Dragon

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.)

Knight The Log Bandit
The Log Bandit
The Log Bandit
Knight The Log
Wizard Fire Spirit The Log
Wizard Fire Spirit
Fire Spirit Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard Bandit
Fire Spirit Elite Barbarians
Knight Wizard The Log Bandit
Fire Spirit Wizard
Fire Spirit Knight Elite Barbarians The Log Bandit
Bandit
Elite Barbarians The Log
Wizard The Log Bandit
Wizard The Log Bandit
Fire Spirit Wizard The Log Bandit
Fire Spirit Wizard The Log
The Log
Wizard
The Log
The Log
The Log Fire Spirit Wizard
Inferno Dragon
The Log Wizard Bandit
Wizard The Log Bandit
The Log Bandit
Elite Barbarians Fire Spirit Wizard
Wizard
Elite Barbarians
Wizard The Log Bandit
Wizard The Log
Fire Spirit Bandit
Fire Spirit Wizard
The Log
Knight Wizard
The Log Wizard
Elite Barbarians
Elite Barbarians The Log
The Log Bandit

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