My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings 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!
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 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 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 Goblin Gang 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

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.

Rage The Log

Punishments

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

Goblin Gang Elite Barbarians

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 Goblin Gang Barbarians Elite Barbarians

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

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
Goblin Gang Elite Barbarians Skeleton Army
Giant Snowball
Fire Spirit Goblin Gang Barbarians Skeleton Army
Zap
Fire Spirit Goblin Gang Skeleton Army
Barbarian Barrel
Fire Spirit Goblin Gang Barbarians Elite Barbarians Wizard Skeleton Army
The Log
Fire Spirit Goblin Gang Barbarians Elite Barbarians Skeleton Army
Earthquake
Goblin Gang Barbarians Skeleton Army
Arrows
Fire Spirit Goblin Gang Skeleton Army
Royal Delivery
Fire Spirit Goblin Gang Barbarians Elite Barbarians Wizard Skeleton Army
Fireball
Goblin Gang Barbarians Elite Barbarians Wizard Skeleton Army
Poison
Goblin Gang Barbarians Wizard Skeleton Army
Lightning
Elite Barbarians Wizard
Rocket
Barbarians Elite Barbarians Wizard

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 Rage Skeleton Army

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 Skeleton Army

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 Goblin Gang Barbarians 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.

Fire Spirit Rage The Log Goblin Gang Skeleton Army Barbarians Wizard Elite Barbarians

Shortest cycle

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

8 Fire Spirit Rage The Log Goblin Gang

Attack Synergies 1 4

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
Elite Barbarians
Goblin Gang
Barbarians
Elite Barbarians
Rage Fire Spirit Wizard The Log
Wizard
Elite Barbarians Rage
Rage
Elite Barbarians Wizard
Skeleton Army
The Log
Elite Barbarians

Defense Synergies 0 10

Fire Spirit
The Log
Goblin Gang
Barbarians Skeleton Army The Log
Barbarians
Goblin Gang Skeleton Army
Elite Barbarians
Wizard The Log
Wizard
Elite Barbarians Skeleton Army The Log
Rage
Skeleton Army
Goblin Gang Barbarians Wizard The Log
The Log
Fire Spirit Goblin Gang Elite Barbarians Wizard Skeleton Army

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.

Wizard The Log
Barbarians Elite Barbarians Skeleton Army Goblin Gang The Log
Goblin Gang Barbarians Skeleton Army Fire Spirit Elite Barbarians
Barbarians Elite Barbarians Skeleton Army Goblin Gang
Barbarians Elite Barbarians Skeleton Army The Log
Goblin Gang Skeleton Army The Log Fire Spirit
Fire Spirit Goblin Gang Wizard
Barbarians The Log
Barbarians Goblin Gang Elite Barbarians Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Fire Spirit Barbarians
Goblin Gang Barbarians Skeleton Army Wizard The Log
Goblin Gang Wizard
Barbarians Skeleton Army Fire Spirit Goblin Gang Elite Barbarians Wizard The Log
Fire Spirit Wizard Skeleton Army Goblin Gang Barbarians The Log
Barbarians Elite Barbarians Skeleton Army Goblin Gang
Barbarians Skeleton Army Goblin Gang Elite Barbarians The Log
Barbarians Wizard Goblin Gang Elite Barbarians Skeleton Army
Fire Spirit Goblin Gang Barbarians Elite Barbarians Wizard Skeleton Army The Log
Wizard The Log Fire Spirit Barbarians
Barbarians Elite Barbarians
Goblin Gang Wizard Skeleton Army Fire Spirit Barbarians Elite Barbarians The Log

Counters to secondary win conditions

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

Goblin Gang Barbarians Skeleton Army Elite Barbarians
Goblin Gang Elite Barbarians Wizard The Log
Goblin Gang Barbarians Skeleton Army Elite Barbarians The Log
Goblin Gang Skeleton Army Barbarians Elite Barbarians The Log
Barbarians Goblin Gang Elite Barbarians Skeleton Army
Fire Spirit Wizard Goblin Gang
Goblin Gang Skeleton Army Barbarians Elite Barbarians
Barbarians Elite Barbarians Skeleton Army
Barbarians Elite Barbarians Skeleton Army The Log
Goblin Gang Barbarians Skeleton Army
Barbarians Elite Barbarians
Skeleton Army Barbarians Elite Barbarians The Log
Barbarians Elite Barbarians Skeleton Army Goblin Gang Wizard
Wizard Barbarians Skeleton Army
Goblin Gang Barbarians Elite Barbarians Skeleton Army The Log
Barbarians Elite Barbarians Wizard 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
The Log
The Log
Barbarians The Log
Wizard Fire Spirit The Log
Wizard Fire Spirit
Fire Spirit Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard
Fire Spirit Goblin Gang Elite Barbarians
Wizard The Log
Fire Spirit Wizard
Fire Spirit Elite Barbarians The Log
Elite Barbarians The Log
Wizard The Log
Wizard The Log
Fire Spirit Wizard The Log
Fire Spirit Wizard The Log
The Log
Wizard
The Log
Barbarians The Log
The Log Fire Spirit Wizard
The Log Wizard
Wizard The Log
The Log
Elite Barbarians Fire Spirit Wizard
Wizard
Elite Barbarians
Wizard The Log
Wizard The Log
Fire Spirit Goblin Gang Barbarians Skeleton Army
Fire Spirit Wizard
The Log
Goblin Gang Wizard
The Log Wizard
Elite Barbarians
Goblin Gang Elite Barbarians The Log
The Log

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