My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Missing cards in your collection

Royal Ghost Magic Archer

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!

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.

Royal Giant Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Rocket The Log

Punishments

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

Royal Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

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 Royal Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Rocket 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 Rocket

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.

Royal Giant

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 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 Electro Wizard Barbarians Royal Giant Rocket

Shortest cycle

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

8 Fire Spirit Zap The Log Cannon

Attack Synergies 2 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
Royal Giant Zap
Zap
Electro Wizard Fire Spirit Royal Giant The Log
Cannon
Barbarians
Royal Giant
Fire Spirit Zap Rocket The Log Electro Wizard
Rocket
Royal Giant
The Log
Zap Royal Giant
Electro Wizard
Zap Royal Giant

Defense Synergies 3 9

Fire Spirit
Zap The Log Electro Wizard
Zap
Cannon Electro Wizard Fire Spirit Barbarians The Log
Cannon
Zap The Log Rocket Electro Wizard
Barbarians
Zap
Royal Giant
Rocket
Cannon The Log
The Log
Cannon Fire Spirit Zap Rocket Electro Wizard
Electro Wizard
Zap Fire Spirit Cannon 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.

Rocket Zap Cannon The Log Electro Wizard
Barbarians Zap Cannon The Log Electro Wizard
Cannon Barbarians Rocket Fire Spirit Electro Wizard
Cannon Barbarians Electro Wizard
Barbarians Rocket The Log
The Log Fire Spirit Zap Cannon Electro Wizard
Rocket Electro Wizard Fire Spirit Zap Cannon
Rocket Zap Cannon Barbarians The Log Electro Wizard
Cannon Barbarians
Fire Spirit Cannon Barbarians Electro Wizard
Barbarians Electro Wizard Zap Cannon The Log
Zap Electro Wizard
Cannon Barbarians Fire Spirit Zap Rocket The Log Electro Wizard
Fire Spirit Rocket Zap Cannon Barbarians The Log Electro Wizard
Barbarians Cannon Electro Wizard
Barbarians Rocket Zap Cannon The Log Electro Wizard
Barbarians Cannon Electro Wizard
Fire Spirit Cannon Zap Barbarians The Log Electro Wizard
Zap The Log Fire Spirit Cannon Barbarians Electro Wizard
Barbarians Cannon Electro Wizard
Fire Spirit Cannon Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

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

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

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