My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Wizard Hunter Ice 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 Hunter Giant Skeleton Ice 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.

The Log

Punishments

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

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 Hog Rider Giant Skeleton

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 Giant Skeleton

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
Hog Rider Giant Skeleton
Giant Snowball
Fire Spirit Hog Rider
Zap
Fire Spirit
Barbarian Barrel
Fire Spirit Knight Wizard Hunter Giant Skeleton Ice Wizard
The Log
Fire Spirit Hog Rider Hunter Giant Skeleton
Earthquake
Hog Rider
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Knight Hog Rider Wizard Hunter Giant Skeleton Ice Wizard
Fireball
Hog Rider Wizard Hunter Ice Wizard
Poison
Wizard Hunter Ice Wizard
Lightning
Knight Wizard Hunter Ice Wizard
Rocket
Hog Rider Wizard Hunter

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Hunter Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Hunter The Log Ice Wizard

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 Giant Skeleton Ice Wizard

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 Wizard Ice 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 The Log Knight Ice Wizard Hog Rider Hunter Wizard Giant Skeleton

Shortest cycle

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

9 Fire Spirit The Log Knight Ice Wizard

Attack Synergies 3 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 Knight Giant Skeleton
Knight
Hog Rider Fire Spirit Wizard Hunter The Log Ice Wizard
Hog Rider
Fire Spirit Knight The Log Wizard Hunter Giant Skeleton
Wizard
Knight Hog Rider Giant Skeleton
Hunter
Knight Hog Rider Giant Skeleton
Giant Skeleton
Fire Spirit Hog Rider Wizard Hunter The Log Ice Wizard
The Log
Hog Rider Knight Giant Skeleton
Ice Wizard
Knight Giant Skeleton

Defense Synergies 3 13

Fire Spirit
Knight Giant Skeleton The Log
Knight
Fire Spirit Hunter Ice Wizard Wizard The Log
Hog Rider
Wizard
Knight Giant Skeleton The Log Ice Wizard
Hunter
Knight Giant Skeleton The Log Ice Wizard
Giant Skeleton
Fire Spirit Wizard Hunter The Log Ice Wizard
The Log
Fire Spirit Knight Wizard Hunter Giant Skeleton Ice Wizard
Ice Wizard
Knight Wizard Hunter Giant Skeleton 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.

Knight Wizard The Log
Hunter Knight The Log Ice Wizard
Hunter Fire Spirit Knight Giant Skeleton Ice Wizard
Hunter Knight Ice Wizard
Giant Skeleton The Log
The Log Fire Spirit Hunter Ice Wizard
Hunter Fire Spirit Wizard Ice Wizard
Giant Skeleton The Log
Hunter Ice Wizard
Knight Fire Spirit Hunter Giant Skeleton Ice Wizard
Ice Wizard Knight Wizard Hunter Giant Skeleton The Log
Hunter Wizard Ice Wizard
Hunter Fire Spirit Knight Wizard Giant Skeleton The Log Ice Wizard
Fire Spirit Wizard Hunter The Log
Knight Hunter
Hunter The Log
Wizard Knight Hunter
Fire Spirit Knight Wizard Hunter The Log Ice Wizard
Wizard Hunter The Log Fire Spirit Knight Giant Skeleton Ice Wizard
Hunter
Wizard Fire Spirit Knight Hunter Giant Skeleton The Log

Counters to secondary win conditions

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

Knight Giant Skeleton
Knight Wizard Hunter The Log
Giant Skeleton Knight Hunter The Log
Hunter Giant Skeleton Knight The Log
Giant Skeleton Knight Hunter
Fire Spirit Wizard Hunter Ice Wizard
Knight Hunter Giant Skeleton Ice Wizard
Giant Skeleton Knight Hunter
Giant Skeleton Knight The Log
Knight Hunter Giant Skeleton
Giant Skeleton The Log
Giant Skeleton Knight Wizard Hunter
Wizard
Knight Hunter Giant Skeleton The Log
Wizard Hunter Giant Skeleton The Log Ice 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 Giant Skeleton The Log
The Log Ice Wizard
Giant Skeleton The Log
Knight Giant Skeleton The Log
Wizard Fire Spirit The Log
Wizard Fire Spirit Hunter Ice Wizard
Fire Spirit Wizard The Log
The Log Fire Spirit Wizard Hunter Ice Wizard
The Log Wizard
Fire Spirit
Knight Wizard The Log
Fire Spirit Wizard
Fire Spirit Knight Hunter The Log
The Log
Wizard Hunter The Log
Wizard The Log
Fire Spirit Wizard Hunter The Log
Fire Spirit Wizard The Log
Giant Skeleton The Log
Wizard
The Log
The Log
The Log Fire Spirit Wizard Hunter Ice Wizard
The Log Wizard Hunter Ice Wizard
Wizard The Log
The Log
Fire Spirit Wizard Hunter Ice Wizard
Wizard
Wizard Hunter The Log
Giant Skeleton
Wizard The Log
Fire Spirit
Fire Spirit Wizard Hunter Ice Wizard
The Log
Knight Wizard Hunter
The Log Wizard
Giant Skeleton
Giant Skeleton The Log
Giant Skeleton The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: