My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

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 Spear Goblins Baby 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.

Spear Goblins Baby Dragon Prince

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.

Zap The Log

Punishments

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

Hog Rider Prince

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 Spear Goblins Barbarians Hog Rider Baby Dragon 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.

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
Spear Goblins Hog Rider Prince
Giant Snowball
Fire Spirit Spear Goblins Barbarians Hog Rider Baby Dragon
Zap
Fire Spirit Spear Goblins Prince
Barbarian Barrel
Fire Spirit Spear Goblins Barbarians
The Log
Fire Spirit Spear Goblins Barbarians Hog Rider Prince
Earthquake
Spear Goblins Barbarians Hog Rider
Arrows
Fire Spirit Spear Goblins
Royal Delivery
Fire Spirit Spear Goblins Barbarians Hog Rider Baby Dragon Prince
Fireball
Barbarians Hog Rider Baby Dragon
Poison
Spear Goblins Barbarians
Lightning
Baby Dragon Prince
Rocket
Barbarians Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Baby Dragon 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 Spear Goblins Baby Dragon Prince

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 Barbarians

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 Spear Goblins Zap The Log Hog Rider Baby Dragon Barbarians Prince

Shortest cycle

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

7 Fire Spirit Spear Goblins Zap The Log

Attack Synergies 5 13

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 Zap Baby Dragon Prince
Spear Goblins
Hog Rider Zap Baby Dragon Prince
Zap
Hog Rider Prince Fire Spirit Spear Goblins Baby Dragon The Log
Barbarians
Hog Rider
Hog Rider
Fire Spirit Spear Goblins Zap The Log Barbarians Baby Dragon Prince
Baby Dragon
Fire Spirit Spear Goblins Zap Hog Rider Prince
Prince
Zap Fire Spirit Spear Goblins Hog Rider Baby Dragon The Log
The Log
Hog Rider Zap Prince

Defense Synergies 1 14

Fire Spirit
Spear Goblins Zap The Log
Spear Goblins
Fire Spirit Zap Barbarians Baby Dragon Prince The Log
Zap
Fire Spirit Spear Goblins Barbarians Baby Dragon Prince The Log
Barbarians
Spear Goblins Zap
Hog Rider
Baby Dragon
Spear Goblins Zap Prince The Log
Prince
The Log Spear Goblins Zap Baby Dragon
The Log
Prince Fire Spirit Spear Goblins Zap Baby Dragon

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.

Spear Goblins Zap Baby Dragon The Log
Barbarians Zap Prince The Log
Barbarians Prince Fire Spirit
Barbarians Prince
Barbarians Prince The Log
The Log Fire Spirit Spear Goblins Zap Baby Dragon
Fire Spirit Spear Goblins Zap Baby Dragon
Zap Barbarians Baby Dragon The Log
Barbarians Prince
Fire Spirit Spear Goblins Barbarians Prince
Barbarians Spear Goblins Zap Baby Dragon The Log
Spear Goblins Zap Baby Dragon
Barbarians Prince Fire Spirit Zap The Log
Fire Spirit Zap Barbarians Baby Dragon Prince The Log
Barbarians Prince
Barbarians Zap Prince The Log
Barbarians Prince
Fire Spirit Spear Goblins Zap Barbarians Baby Dragon Prince The Log
Zap Baby Dragon The Log Fire Spirit Spear Goblins Barbarians
Barbarians Prince
Fire Spirit Spear Goblins Barbarians Baby Dragon Prince The Log

Counters to secondary win conditions

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

Barbarians Spear Goblins Zap Prince
Zap Baby Dragon Prince The Log
Barbarians Spear Goblins Zap Prince The Log
Prince Zap Barbarians The Log
Barbarians Prince
Fire Spirit Zap Baby Dragon
Prince Spear Goblins Barbarians
Barbarians Prince
Zap Spear Goblins Barbarians Baby Dragon Prince The Log
Barbarians
Barbarians Prince
Zap Barbarians Prince The Log
Barbarians Prince
Barbarians Baby Dragon
Barbarians Spear Goblins Zap Baby Dragon Prince The Log
Zap Barbarians Baby Dragon 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.)

Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
Barbarians Prince The Log
Fire Spirit Zap Baby Dragon The Log
Fire Spirit Spear Goblins Zap Baby Dragon
Fire Spirit Baby Dragon The Log
The Log Fire Spirit Zap Baby Dragon
The Log Zap
Fire Spirit Prince
Zap Prince The Log
Fire Spirit Zap Baby Dragon
Fire Spirit Baby Dragon The Log
Baby Dragon
Zap Baby Dragon Prince The Log
Spear Goblins Zap Baby Dragon The Log
Baby Dragon The Log
Fire Spirit Zap Baby Dragon Prince The Log
Fire Spirit Zap Baby Dragon The Log
Baby Dragon Prince The Log
Prince The Log
Zap Barbarians Baby Dragon The Log
Zap The Log Fire Spirit Baby Dragon
The Log Zap Baby Dragon
Zap Baby Dragon Prince The Log
Zap Baby Dragon The Log
Fire Spirit Zap Baby Dragon
Zap
Zap The Log
Zap
Prince
The Log
Zap Fire Spirit Spear Goblins Barbarians Prince
Fire Spirit Zap Baby Dragon
The Log
Baby Dragon Prince
The Log Zap Baby Dragon
Zap
Prince
Zap Baby Dragon The Log
Zap
Zap Baby Dragon Prince The Log

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