My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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

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 Battle Ram Prince

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram 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.

Elite Barbarians Battle Ram 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 Knight Elite Barbarians Battle Ram Hog Rider 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.

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
Elite Barbarians Battle Ram Hog Rider Prince
Giant Snowball
Fire Spirit Battle Ram Hog Rider
Zap
Fire Spirit Battle Ram Prince
Barbarian Barrel
Fire Spirit Knight Elite Barbarians Battle Ram
The Log
Fire Spirit Elite Barbarians Battle Ram Hog Rider Prince
Earthquake
Hog Rider
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Knight Elite Barbarians Battle Ram Hog Rider Prince
Fireball
Elite Barbarians Battle Ram Hog Rider
Poison
Lightning
Knight Elite Barbarians Battle Ram Prince
Rocket
Elite Barbarians Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Battle Ram Tornado Prince

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

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.

Great!

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 Tornado Battle Ram Hog Rider Prince Elite Barbarians

Shortest cycle

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

9 Fire Spirit Zap Knight Tornado

Attack Synergies 8 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 Knight Elite Barbarians Battle Ram Prince
Zap
Elite Barbarians Battle Ram Hog Rider Tornado Prince Fire Spirit Knight
Knight
Battle Ram Hog Rider Fire Spirit Zap Elite Barbarians Prince
Elite Barbarians
Zap Fire Spirit Knight Battle Ram Hog Rider
Battle Ram
Zap Knight Fire Spirit Elite Barbarians Tornado
Hog Rider
Fire Spirit Zap Knight Elite Barbarians Tornado Prince
Tornado
Zap Battle Ram Hog Rider
Prince
Zap Fire Spirit Knight Hog Rider

Defense Synergies 1 8

Fire Spirit
Knight Zap Tornado
Zap
Fire Spirit Knight Elite Barbarians Tornado Prince
Knight
Fire Spirit Zap Tornado
Elite Barbarians
Zap
Battle Ram
Hog Rider
Tornado
Fire Spirit Zap Knight Prince
Prince
Zap Tornado

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
Elite Barbarians Zap Knight Prince
Tornado Prince Fire Spirit Knight Elite Barbarians
Elite Barbarians Prince Knight
Elite Barbarians Tornado Prince
Tornado Fire Spirit Zap
Tornado Fire Spirit Zap
Zap
Elite Barbarians Tornado Prince
Knight Elite Barbarians Tornado Fire Spirit Prince
Zap Knight Tornado
Zap Tornado
Prince Fire Spirit Zap Knight Elite Barbarians
Fire Spirit Zap Tornado Prince
Elite Barbarians Knight Prince
Tornado Zap Elite Barbarians Prince
Knight Elite Barbarians Tornado Prince
Fire Spirit Zap Knight Elite Barbarians Tornado Prince
Zap Tornado Fire Spirit Knight
Elite Barbarians Tornado Prince
Fire Spirit Knight Elite Barbarians Prince

Counters to secondary win conditions

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

Knight Zap Elite Barbarians Prince
Zap Knight Elite Barbarians Prince
Zap Knight Elite Barbarians Prince
Prince Zap Knight Elite Barbarians Tornado
Knight Elite Barbarians Prince
Fire Spirit Zap Tornado
Prince Knight Elite Barbarians
Knight Elite Barbarians Prince
Zap Knight Elite Barbarians Tornado Prince
Knight Elite Barbarians Prince
Zap Elite Barbarians Tornado Prince
Elite Barbarians Prince Knight
Elite Barbarians Zap Knight Tornado Prince
Zap Elite Barbarians

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 Prince
Fire Spirit Zap
Fire Spirit Zap Tornado
Fire Spirit Tornado
Fire Spirit Zap Tornado
Zap Tornado
Fire Spirit Elite Barbarians Tornado Prince
Zap Knight Tornado Prince
Fire Spirit Zap Tornado
Fire Spirit Knight Elite Barbarians
Zap Elite Barbarians Prince
Zap
Tornado
Fire Spirit Zap Prince
Fire Spirit Zap Tornado
Prince
Tornado
Tornado Prince
Zap
Zap Tornado Fire Spirit
Zap Tornado
Zap Tornado Prince
Zap Tornado
Elite Barbarians Fire Spirit Zap Tornado
Zap
Elite Barbarians
Zap
Zap
Prince
Zap Fire Spirit Prince
Fire Spirit Zap Tornado
Knight Prince
Zap
Zap Tornado
Elite Barbarians Prince
Zap Elite Barbarians Tornado
Zap Tornado
Zap Tornado Prince

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