My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Bad
F2P score
Good

1 problems 2 warnings Why?

Missing cards in your collection

Elixir Golem

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 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.

Skeletons Royal Giant Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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 Goblins Royal Giant

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire 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 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.

Royal Giant

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 Goblins 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.

Skeletons Fire Spirit Goblins Zap Rage The Log Electro Wizard Royal Giant

Shortest cycle

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

6 Skeletons Fire Spirit Goblins Zap

Attack Synergies 2 8

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.

Skeletons
Fire Spirit
Royal Giant Zap
Goblins
Zap Royal Giant
Zap
Electro Wizard Fire Spirit Goblins Royal Giant The Log
Royal Giant
Fire Spirit Goblins Zap The Log Electro Wizard
Rage
Electro Wizard
The Log
Zap Royal Giant
Electro Wizard
Zap Royal Giant Rage

Defense Synergies 1 12

Skeletons
Fire Spirit Zap The Log Electro Wizard
Fire Spirit
Skeletons Zap The Log Electro Wizard
Goblins
Zap The Log Electro Wizard
Zap
Electro Wizard Skeletons Fire Spirit Goblins The Log
Royal Giant
Rage
The Log
Skeletons Fire Spirit Goblins Zap Electro Wizard
Electro Wizard
Zap Skeletons Fire Spirit Goblins 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 The Log Electro Wizard
Skeletons Goblins Zap The Log Electro Wizard
Skeletons Fire Spirit Goblins Electro Wizard
Skeletons Goblins Electro Wizard
The Log
The Log Skeletons Fire Spirit Goblins Zap Electro Wizard
Electro Wizard Fire Spirit Zap
Zap The Log Electro Wizard
Skeletons Goblins
Skeletons Fire Spirit Goblins Electro Wizard
Goblins Electro Wizard Skeletons Zap The Log
Zap Electro Wizard
Skeletons Fire Spirit Zap The Log Electro Wizard
Fire Spirit Goblins Zap The Log Electro Wizard
Electro Wizard
Zap The Log Electro Wizard
Skeletons Goblins Electro Wizard
Fire Spirit Goblins Zap The Log Electro Wizard
Zap The Log Fire Spirit Electro Wizard
Electro Wizard
Fire Spirit Goblins The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Goblins Zap Electro Wizard
Electro Wizard Zap The Log
Skeletons Goblins Zap The Log Electro Wizard
Zap The Log Electro Wizard
Skeletons
Fire Spirit Skeletons Zap Electro Wizard
Skeletons Goblins Electro Wizard
Zap Electro Wizard Skeletons Goblins The Log
Skeletons
Zap The Log Electro Wizard
Skeletons
Electro Wizard Skeletons Goblins Zap The Log
Zap 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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Fire Spirit Zap The Log
Fire Spirit Zap
Fire Spirit The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Goblins Electro Wizard
Zap The Log Electro Wizard
Fire Spirit Zap
Fire Spirit The Log
Zap The Log
Zap The Log
The Log
Fire Spirit Zap The Log Electro Wizard
Fire Spirit Zap The Log
The Log
The Log
Zap The Log
Zap The Log Fire Spirit
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Fire Spirit Zap Electro Wizard
Zap Electro Wizard
Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard Fire Spirit
Fire Spirit Zap Electro Wizard
The Log
Electro Wizard
The Log Zap
Zap
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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