My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Ram Rider

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Zappies

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Barbarian Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Zappies Barbarian Hut P.E.K.K.A

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.

Tornado The Log

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.

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 Hog Rider P.E.K.K.A

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
Hog Rider Guards
Giant Snowball
Fire Spirit Hog Rider Zappies Guards
Zap
Fire Spirit Zappies Guards
Barbarian Barrel
Fire Spirit Zappies Barbarian Hut Guards
The Log
Fire Spirit Hog Rider Zappies Barbarian Hut Guards
Earthquake
Hog Rider Zappies Barbarian Hut Guards
Arrows
Fire Spirit Zappies Guards
Royal Delivery
Fire Spirit Hog Rider Zappies Guards P.E.K.K.A
Fireball
Hog Rider Zappies Barbarian Hut
Poison
Zappies Barbarian Hut Guards
Lightning
Barbarian Hut
Rocket
Hog Rider Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Tornado 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 Guards Tornado P.E.K.K.A

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

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.

Bad

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 Guards Tornado Hog Rider Zappies Barbarian Hut P.E.K.K.A

Shortest cycle

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

9 Fire Spirit The Log Guards Tornado

Attack Synergies 4 9

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 P.E.K.K.A Barbarian Hut
Hog Rider
Fire Spirit The Log Zappies Barbarian Hut Guards Tornado
Zappies
Hog Rider P.E.K.K.A
Barbarian Hut
Fire Spirit Hog Rider
Guards
Hog Rider The Log
Tornado
P.E.K.K.A Hog Rider The Log
P.E.K.K.A
Fire Spirit Tornado Zappies The Log
The Log
Hog Rider Guards Tornado P.E.K.K.A

Defense Synergies 2 10

Fire Spirit
Tornado P.E.K.K.A The Log
Hog Rider
Zappies
Guards Tornado P.E.K.K.A The Log
Barbarian Hut
The Log
Guards
Zappies The Log
Tornado
P.E.K.K.A Fire Spirit Zappies The Log
P.E.K.K.A
Tornado The Log Fire Spirit Zappies
The Log
P.E.K.K.A Fire Spirit Zappies Barbarian Hut Guards Tornado

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.

Barbarian Hut Zappies The Log
Barbarian Hut P.E.K.K.A Zappies The Log
Barbarian Hut Tornado P.E.K.K.A Fire Spirit Zappies
Barbarian Hut P.E.K.K.A Zappies Guards
Tornado P.E.K.K.A The Log
Tornado The Log Fire Spirit Zappies Guards
Tornado Fire Spirit Zappies Barbarian Hut
Barbarian Hut P.E.K.K.A The Log
Zappies Barbarian Hut P.E.K.K.A Tornado
Guards Tornado Fire Spirit Zappies
Guards Zappies Tornado The Log
Zappies Barbarian Hut Tornado
Barbarian Hut P.E.K.K.A Fire Spirit Zappies Guards The Log
Fire Spirit Barbarian Hut Zappies Guards Tornado P.E.K.K.A The Log
Barbarian Hut P.E.K.K.A Zappies
Barbarian Hut Tornado Zappies P.E.K.K.A The Log
Barbarian Hut Zappies Tornado P.E.K.K.A
Fire Spirit Zappies Barbarian Hut Guards Tornado The Log
Tornado The Log Fire Spirit Zappies Barbarian Hut Guards
Barbarian Hut P.E.K.K.A Zappies Tornado
Fire Spirit Zappies Guards P.E.K.K.A The Log

Counters to secondary win conditions

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

Barbarian Hut Guards Zappies P.E.K.K.A
The Log
Zappies Guards P.E.K.K.A Barbarian Hut The Log
Guards P.E.K.K.A Zappies Barbarian Hut Tornado The Log
Barbarian Hut P.E.K.K.A Zappies Guards
Fire Spirit Zappies Tornado
Guards P.E.K.K.A Zappies Barbarian Hut
P.E.K.K.A Zappies Barbarian Hut
P.E.K.K.A Zappies Barbarian Hut Tornado The Log
P.E.K.K.A Zappies Barbarian Hut Guards
P.E.K.K.A Zappies Guards
P.E.K.K.A Guards Tornado The Log
P.E.K.K.A Zappies Barbarian Hut Guards
Zappies Barbarian Hut
Zappies Guards Barbarian Hut Tornado P.E.K.K.A The Log
Zappies Barbarian Hut P.E.K.K.A 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.)

Barbarian Hut Guards The Log
Tornado The Log
Barbarian Hut The Log
Barbarian Hut Guards The Log
Fire Spirit The Log
Fire Spirit Tornado
Fire Spirit Tornado The Log
The Log Fire Spirit Barbarian Hut Tornado
The Log Tornado
Fire Spirit Guards Tornado
Tornado The Log
Fire Spirit Tornado
Fire Spirit Barbarian Hut The Log
Barbarian Hut The Log
Barbarian Hut The Log
Barbarian Hut The Log
Tornado
Fire Spirit The Log
Fire Spirit Tornado The Log
The Log
Tornado
Tornado The Log
Barbarian Hut The Log
Tornado The Log Fire Spirit
The Log Tornado
Tornado The Log
Tornado The Log
Fire Spirit Tornado
Zappies Guards
The Log
Zappies
P.E.K.K.A
The Log
Fire Spirit Zappies Barbarian Hut Guards
Fire Spirit Zappies Tornado
The Log
The Log
Tornado
P.E.K.K.A
Zappies Guards Tornado The Log
Zappies Tornado
Tornado The Log

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