My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

Similar decks

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.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Electro 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 Fireball 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.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit 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.

Hog Rider 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
Hog Rider
Giant Snowball
Fire Spirit Cannon Barbarians Hog Rider
Zap
Fire Spirit Cannon
Barbarian Barrel
Fire Spirit Cannon Barbarians Electro Wizard
The Log
Fire Spirit Cannon Barbarians Hog Rider
Earthquake
Cannon Barbarians Hog Rider
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Barbarians Hog Rider Electro Wizard
Fireball
Cannon Barbarians Hog Rider Electro Wizard
Poison
Cannon Barbarians Electro Wizard
Lightning
Cannon Electro Wizard
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball 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

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.

Fireball

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 Fireball 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.

Fire Spirit Zap The Log Cannon Fireball Hog Rider Electro Wizard Barbarians

Shortest cycle

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

8 Fire Spirit Zap The Log Cannon

Attack Synergies 6 6

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
Zap
Fireball Hog Rider Electro Wizard Fire Spirit The Log
Cannon
Barbarians
Hog Rider
Fireball
Zap Hog Rider The Log Electro Wizard
Hog Rider
Fire Spirit Zap Fireball The Log Barbarians Electro Wizard
The Log
Hog Rider Zap Fireball
Electro Wizard
Zap Fireball Hog Rider

Defense Synergies 5 9

Fire Spirit
Zap The Log Electro Wizard
Zap
Cannon Fireball Electro Wizard Fire Spirit Barbarians The Log
Cannon
Zap The Log Fireball Electro Wizard
Barbarians
Zap
Fireball
Zap The Log Cannon Electro Wizard
Hog Rider
The Log
Cannon Fireball Fire Spirit Zap Electro Wizard
Electro Wizard
Zap Fire Spirit Cannon Fireball 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 Cannon Fireball The Log Electro Wizard
Barbarians Zap Cannon The Log Electro Wizard
Cannon Barbarians Fire Spirit Electro Wizard
Cannon Barbarians Electro Wizard
Barbarians Fireball The Log
Fireball The Log Fire Spirit Zap Cannon Electro Wizard
Electro Wizard Fire Spirit Zap Cannon Fireball
Zap Cannon Barbarians Fireball The Log Electro Wizard
Cannon Barbarians
Fire Spirit Cannon Barbarians Electro Wizard
Barbarians Electro Wizard Zap Cannon Fireball The Log
Zap Fireball Electro Wizard
Cannon Barbarians Fire Spirit Zap Fireball The Log Electro Wizard
Fire Spirit Fireball Zap Cannon Barbarians The Log Electro Wizard
Barbarians Cannon Electro Wizard
Barbarians Zap Cannon Fireball The Log Electro Wizard
Barbarians Cannon Fireball Electro Wizard
Fire Spirit Cannon Fireball Zap Barbarians The Log Electro Wizard
Zap The Log Fire Spirit Cannon Barbarians Fireball Electro Wizard
Barbarians Cannon Electro Wizard
Fire Spirit Cannon Barbarians Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Zap Fireball Electro Wizard
Fireball Electro Wizard Zap The Log
Barbarians Zap The Log Electro Wizard
Zap Barbarians Fireball The Log Electro Wizard
Barbarians Cannon
Fire Spirit Fireball Zap Electro Wizard
Barbarians Fireball Electro Wizard
Barbarians
Zap Electro Wizard Barbarians Fireball The Log
Cannon Barbarians
Barbarians
Zap Barbarians Fireball The Log Electro Wizard
Barbarians Cannon Fireball
Cannon Barbarians Fireball
Barbarians Electro Wizard Zap Fireball The Log
Zap Cannon Barbarians Fireball 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.)

Fireball The Log
Fireball Zap The Log Electro Wizard
Fireball The Log
Barbarians Fireball The Log
Fireball Fire Spirit Zap The Log
Fireball Fire Spirit Zap
Fire Spirit The Log
Fireball The Log Fire Spirit Zap
Fireball The Log Zap
Fire Spirit Fireball Electro Wizard
Zap Fireball The Log Electro Wizard
Fireball Fire Spirit Zap
Fire Spirit Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Fire Spirit Zap Fireball The Log Electro Wizard
Fire Spirit Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Barbarians Fireball The Log
Zap The Log Fire Spirit Fireball
Fireball The Log Zap Electro Wizard
Fireball Zap The Log
Fireball Zap The Log
Fire Spirit Zap Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball The Log
Zap Fireball Electro Wizard
Fireball The Log
Zap Electro Wizard Fire Spirit Barbarians Fireball
Fireball Fire Spirit Zap Electro Wizard
The Log Fireball
Fireball Electro Wizard
The Log Zap Fireball
Zap Fireball
Zap Fireball The Log Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball The Log Electro Wizard

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