My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Missing cards in your collection

Magic Archer Ram Rider

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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 Rascals Electro 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.

Rascals Royal Giant Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Fireball Rage The Log

Punishments

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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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 Rage

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 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 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 Rage The Log Fireball Hog Rider Electro Wizard Rascals Royal Giant

Shortest cycle

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

9 Fire Spirit Rage The Log Fireball

Attack Synergies 6 9

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 Hog Rider
Rascals
Hog Rider Electro Wizard
Royal Giant
Fire Spirit Fireball Hog Rider The Log Electro Wizard
Fireball
Royal Giant Hog Rider The Log Electro Wizard
Hog Rider
Fire Spirit Fireball Rage The Log Rascals Royal Giant Electro Wizard
Rage
Hog Rider Electro Wizard
The Log
Hog Rider Royal Giant Fireball
Electro Wizard
Rascals Royal Giant Fireball Hog Rider Rage

Defense Synergies 1 5

Fire Spirit
The Log Electro Wizard
Rascals
The Log
Royal Giant
Fireball
The Log Electro Wizard
Hog Rider
Rage
The Log
Fireball Fire Spirit Rascals Electro Wizard
Electro Wizard
Fire Spirit 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.

Fireball The Log Electro Wizard
Rascals The Log Electro Wizard
Fire Spirit Rascals Electro Wizard
Rascals Electro Wizard
Fireball The Log
Fireball The Log Fire Spirit Rascals Electro Wizard
Electro Wizard Fire Spirit Rascals Fireball
Rascals Fireball The Log Electro Wizard
Rascals
Fire Spirit Rascals Electro Wizard
Electro Wizard Rascals Fireball The Log
Rascals Fireball Electro Wizard
Fire Spirit Rascals Fireball The Log Electro Wizard
Fire Spirit Fireball Rascals The Log Electro Wizard
Rascals Electro Wizard
Rascals Fireball The Log Electro Wizard
Rascals Fireball Electro Wizard
Fire Spirit Fireball Rascals The Log Electro Wizard
The Log Fire Spirit Rascals Fireball Electro Wizard
Electro Wizard
Rascals Fire Spirit Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Rascals Fireball Electro Wizard
Fireball Electro Wizard The Log
Rascals The Log Electro Wizard
Rascals Fireball The Log Electro Wizard
Rascals
Fire Spirit Fireball Rascals Electro Wizard
Rascals Fireball Electro Wizard
Rascals
Electro Wizard Fireball The Log
Rascals
Fireball The Log Electro Wizard
Rascals Fireball
Rascals Fireball
Rascals Electro Wizard Fireball The Log
Rascals 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 Rascals The Log
Fireball The Log Electro Wizard
Fireball The Log
Rascals Fireball The Log
Fireball Fire Spirit The Log
Fireball Fire Spirit
Fire Spirit The Log
Fireball The Log Fire Spirit
Fireball The Log
Fire Spirit Fireball Electro Wizard
Fireball The Log Electro Wizard
Fireball Fire Spirit
Fire Spirit Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Fire Spirit Fireball The Log Electro Wizard
Fire Spirit Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fire Spirit Fireball
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Fire Spirit Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Fireball The Log
Fireball Electro Wizard
Fireball The Log
Electro Wizard Fire Spirit Fireball
Fireball Fire Spirit Electro Wizard
The Log Fireball
Fireball Rascals Electro Wizard
The Log Fireball
Fireball
Rascals Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball The Log Electro Wizard

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