My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 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.

Knight Wizard

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 Tornado

Punishments

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

Goblin Gang Elite Barbarians 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 Knight Goblin Gang Elite Barbarians Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard Tornado

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 Knight Tornado

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

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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Knight Goblin Gang Tornado Hog Rider Wizard Elite Barbarians

Shortest cycle

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

9 Fire Spirit Zap Knight Goblin Gang

Attack Synergies 8 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
Hog Rider Zap Knight Elite Barbarians
Zap
Elite Barbarians Hog Rider Tornado Fire Spirit Knight
Knight
Goblin Gang Hog Rider Fire Spirit Zap Elite Barbarians Wizard
Goblin Gang
Knight Hog Rider
Elite Barbarians
Zap Fire Spirit Knight Hog Rider Wizard
Hog Rider
Fire Spirit Zap Knight Goblin Gang Elite Barbarians Wizard Tornado
Wizard
Tornado Knight Elite Barbarians Hog Rider
Tornado
Zap Wizard Hog Rider

Defense Synergies 3 9

Fire Spirit
Knight Zap Tornado
Zap
Fire Spirit Knight Goblin Gang Elite Barbarians Tornado
Knight
Fire Spirit Goblin Gang Zap Wizard Tornado
Goblin Gang
Knight Zap
Elite Barbarians
Zap Wizard
Hog Rider
Wizard
Tornado Knight Elite Barbarians
Tornado
Wizard Fire Spirit Zap Knight

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 Knight Wizard
Elite Barbarians Zap Knight Goblin Gang
Goblin Gang Tornado Fire Spirit Knight Elite Barbarians
Elite Barbarians Knight Goblin Gang
Elite Barbarians Tornado
Goblin Gang Tornado Fire Spirit Zap
Tornado Fire Spirit Zap Goblin Gang Wizard
Zap
Goblin Gang Elite Barbarians Tornado
Knight Goblin Gang Elite Barbarians Tornado Fire Spirit
Goblin Gang Zap Knight Wizard Tornado
Zap Goblin Gang Wizard Tornado
Fire Spirit Zap Knight Goblin Gang Elite Barbarians Wizard
Fire Spirit Wizard Zap Goblin Gang Tornado
Elite Barbarians Knight Goblin Gang
Tornado Zap Goblin Gang Elite Barbarians
Wizard Knight Goblin Gang Elite Barbarians Tornado
Fire Spirit Zap Knight Goblin Gang Elite Barbarians Wizard Tornado
Zap Wizard Tornado Fire Spirit Knight
Elite Barbarians Tornado
Goblin Gang Wizard Fire Spirit Knight Elite Barbarians

Counters to secondary win conditions

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

Knight Goblin Gang Zap Elite Barbarians
Zap Knight Goblin Gang Elite Barbarians Wizard
Goblin Gang Zap Knight Elite Barbarians
Goblin Gang Zap Knight Elite Barbarians Tornado
Knight Goblin Gang Elite Barbarians
Fire Spirit Wizard Zap Goblin Gang Tornado
Goblin Gang Knight Elite Barbarians
Knight Elite Barbarians
Zap Knight Elite Barbarians Tornado
Goblin Gang
Knight Elite Barbarians
Zap Elite Barbarians Tornado
Elite Barbarians Knight Goblin Gang Wizard
Wizard
Goblin Gang Elite Barbarians Zap Knight Tornado
Zap Elite Barbarians 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.)

Knight
Zap Tornado
Knight
Wizard Fire Spirit Zap
Wizard Fire Spirit Zap Tornado
Fire Spirit Wizard Tornado
Fire Spirit Zap Wizard Tornado
Zap Wizard Tornado
Fire Spirit Goblin Gang Elite Barbarians Tornado
Zap Knight Wizard Tornado
Fire Spirit Zap Wizard Tornado
Fire Spirit Knight Elite Barbarians
Zap Elite Barbarians
Zap Wizard
Wizard
Tornado
Fire Spirit Zap Wizard
Fire Spirit Zap Wizard Tornado
Wizard Tornado
Tornado
Zap
Zap Tornado Fire Spirit Wizard
Zap Wizard Tornado
Zap Wizard Tornado
Zap Tornado
Elite Barbarians Fire Spirit Zap Wizard Tornado
Zap Wizard
Elite Barbarians
Zap Wizard
Zap
Wizard
Zap Fire Spirit Goblin Gang
Fire Spirit Zap Wizard Tornado
Knight Goblin Gang Wizard
Zap Wizard
Zap Tornado
Elite Barbarians
Zap Goblin Gang Elite Barbarians Tornado
Zap Tornado
Zap Tornado

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