My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Magic Archer

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 Minions 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.

Bomber Giant Wizard

Offensive cards

Win conditions

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

Hog Rider Giant

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.

Elite Barbarians Hog Rider Giant

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 Elite Barbarians Hog Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Wizard 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.

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 Minions 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 Bomber The Log Minions Hog Rider Giant Wizard Elite Barbarians

Shortest cycle

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

8 Fire Spirit Bomber The Log Minions

Attack Synergies 5 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 Elite Barbarians Giant
Bomber
Giant Minions Elite Barbarians Hog Rider
Minions
Hog Rider Giant Bomber Elite Barbarians
Elite Barbarians
Fire Spirit Bomber Minions Hog Rider Wizard The Log
Hog Rider
Fire Spirit Minions The Log Bomber Elite Barbarians Giant Wizard
Giant
Bomber Minions Fire Spirit Hog Rider Wizard The Log
Wizard
Elite Barbarians Hog Rider Giant
The Log
Hog Rider Elite Barbarians Giant

Defense Synergies 0 6

Fire Spirit
The Log
Bomber
The Log
Minions
The Log
Elite Barbarians
Wizard The Log
Hog Rider
Giant
Wizard
Elite Barbarians The Log
The Log
Fire Spirit Bomber Minions Elite Barbarians Wizard

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.

Bomber Minions Wizard The Log
Elite Barbarians Bomber Minions The Log
Fire Spirit Bomber Minions Elite Barbarians
Elite Barbarians Bomber Minions
Bomber Elite Barbarians The Log
The Log Fire Spirit Bomber Minions
Minions Fire Spirit Wizard
The Log
Minions Elite Barbarians
Elite Barbarians Fire Spirit Bomber
Minions Bomber Wizard The Log
Minions Wizard
Fire Spirit Bomber Minions Elite Barbarians Wizard The Log
Fire Spirit Bomber Wizard Minions The Log
Elite Barbarians
Elite Barbarians The Log
Wizard Bomber Minions Elite Barbarians
Fire Spirit Bomber Minions Elite Barbarians Wizard The Log
Wizard The Log Fire Spirit Bomber Minions
Elite Barbarians
Bomber Wizard Fire Spirit Minions Elite Barbarians The Log

Counters to secondary win conditions

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

Elite Barbarians
Bomber Elite Barbarians Wizard The Log
Minions Elite Barbarians The Log
Elite Barbarians The Log
Elite Barbarians
Fire Spirit Wizard Minions
Minions Elite Barbarians
Elite Barbarians
Minions Elite Barbarians The Log
Minions Elite Barbarians
Elite Barbarians The Log
Elite Barbarians Wizard
Wizard Bomber
Elite Barbarians Bomber Minions The Log
Minions Bomber Elite Barbarians Wizard The Log

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.)

The Log
The Log
The Log
The Log
Bomber Wizard Fire Spirit The Log
Wizard Fire Spirit Minions
Fire Spirit Bomber Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard
Fire Spirit Minions Elite Barbarians
Wizard The Log
Fire Spirit Wizard
Fire Spirit Elite Barbarians The Log
Minions
Elite Barbarians The Log
Bomber Wizard The Log
Wizard The Log
Bomber Minions
Fire Spirit Bomber Wizard The Log
Fire Spirit Bomber Wizard The Log
Minions The Log
Wizard
The Log
The Log
The Log Fire Spirit Bomber Wizard
The Log Wizard
Wizard The Log
The Log
Elite Barbarians Fire Spirit Wizard
Minions Wizard
Elite Barbarians
Bomber Wizard The Log
Wizard The Log
Fire Spirit Minions
Fire Spirit Wizard
The Log
Wizard
The Log Bomber Wizard
Elite Barbarians
Minions Elite Barbarians The Log
The Log

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