My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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 Prince Electro Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Fireball The Log

Punishments

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

Prince

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 Prince

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.

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
Guards Prince
Giant Snowball
Fire Spirit Guards
Zap
Fire Spirit Guards Prince
Barbarian Barrel
Fire Spirit Wizard Guards Electro Wizard
The Log
Fire Spirit Guards Prince
Earthquake
Guards
Arrows
Fire Spirit Guards
Royal Delivery
Fire Spirit Wizard Guards Prince Electro Wizard
Fireball
Wizard Electro Wizard
Poison
Wizard Guards Electro Wizard
Lightning
Wizard Prince Electro Wizard
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball 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 Guards Prince

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 Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap The Log Guards Fireball Electro Wizard Wizard Prince

Shortest cycle

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

8 Fire Spirit Zap The Log Guards

Attack Synergies 3 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
Zap Prince
Zap
Fireball Prince Electro Wizard Fire Spirit Guards The Log
Fireball
Zap The Log Electro Wizard
Wizard
Prince
Guards
Zap The Log
Prince
Zap Fire Spirit Wizard The Log Electro Wizard
The Log
Zap Fireball Guards Prince
Electro Wizard
Zap Fireball Prince

Defense Synergies 4 16

Fire Spirit
Zap The Log Electro Wizard
Zap
Fireball Electro Wizard Fire Spirit Guards Prince The Log
Fireball
Zap The Log Electro Wizard
Wizard
Guards Prince The Log Electro Wizard
Guards
Zap Wizard Prince The Log Electro Wizard
Prince
The Log Zap Wizard Guards Electro Wizard
The Log
Fireball Prince Fire Spirit Zap Wizard Guards Electro Wizard
Electro Wizard
Zap Fire Spirit Fireball Wizard Guards Prince 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.

Zap Fireball Wizard The Log Electro Wizard
Zap Prince The Log Electro Wizard
Prince Fire Spirit Electro Wizard
Prince Guards Electro Wizard
Fireball Prince The Log
Fireball The Log Fire Spirit Zap Guards Electro Wizard
Electro Wizard Fire Spirit Zap Fireball Wizard
Zap Fireball The Log Electro Wizard
Prince
Guards Fire Spirit Prince Electro Wizard
Guards Electro Wizard Zap Fireball Wizard The Log
Zap Fireball Wizard Electro Wizard
Prince Fire Spirit Zap Fireball Wizard Guards The Log Electro Wizard
Fire Spirit Fireball Wizard Zap Guards Prince The Log Electro Wizard
Prince Electro Wizard
Zap Fireball Prince The Log Electro Wizard
Wizard Fireball Prince Electro Wizard
Fire Spirit Fireball Zap Wizard Guards Prince The Log Electro Wizard
Zap Wizard The Log Fire Spirit Fireball Guards Electro Wizard
Prince Electro Wizard
Wizard Fire Spirit Fireball Guards Prince The Log Electro Wizard

Counters to secondary win conditions

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

Guards Zap Fireball Prince Electro Wizard
Fireball Electro Wizard Zap Wizard Prince The Log
Guards Zap Prince The Log Electro Wizard
Guards Prince Zap Fireball The Log Electro Wizard
Guards Prince
Fire Spirit Fireball Wizard Zap Electro Wizard
Guards Prince Fireball Electro Wizard
Prince
Zap Electro Wizard Fireball Prince The Log
Guards
Guards Prince
Zap Fireball Guards Prince The Log Electro Wizard
Prince Fireball Wizard Guards
Wizard Fireball
Guards Electro Wizard Zap Fireball Prince The Log
Zap Fireball Wizard The Log 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.)

Fireball Guards The Log
Fireball Zap The Log Electro Wizard
Fireball The Log
Fireball Guards Prince The Log
Fireball Wizard Fire Spirit Zap The Log
Fireball Wizard Fire Spirit Zap
Fire Spirit Wizard The Log
Fireball The Log Fire Spirit Zap Wizard
Fireball The Log Zap Wizard
Fire Spirit Fireball Guards Prince Electro Wizard
Zap Fireball Wizard Prince The Log Electro Wizard
Fireball Fire Spirit Zap Wizard
Fire Spirit Fireball The Log
Fireball
Zap Fireball Prince The Log
Zap Fireball Wizard The Log
Fireball Wizard The Log
Fireball
Fire Spirit Zap Fireball Wizard Prince The Log Electro Wizard
Fire Spirit Zap Fireball Wizard The Log
Fireball Prince The Log
Fireball Wizard
Prince The Log
Zap Fireball The Log
Zap The Log Fire Spirit Fireball Wizard
Fireball The Log Zap Wizard Electro Wizard
Fireball Zap Wizard Prince The Log
Fireball Zap The Log
Fire Spirit Zap Fireball Wizard Electro Wizard
Zap Electro Wizard Fireball Wizard Guards
Fireball
Zap Fireball Wizard The Log
Zap Fireball Electro Wizard
Prince
Fireball Wizard The Log
Zap Electro Wizard Fire Spirit Fireball Guards Prince
Fireball Fire Spirit Zap Wizard Electro Wizard
The Log Fireball
Fireball Wizard Prince Electro Wizard
The Log Zap Fireball Wizard
Zap Fireball
Prince
Zap Fireball Guards The Log Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Prince The Log Electro Wizard

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