My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Rascals Barbarian Barrel 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Archers Ice Wizard 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.

Bomber Archers Royal Giant Ice Wizard 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.

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber The Log Ice Wizard

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 Ice Wizard

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 Ice Wizard 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.

Mediocre

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 Archers Ice Wizard Electro Wizard Barbarians Royal Giant

Shortest cycle

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

8 Fire Spirit Bomber The Log Archers

Attack Synergies 3 3

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
Bomber
Royal Giant
Archers
Royal Giant
Barbarians
Royal Giant
Fire Spirit Bomber Ice Wizard Archers The Log Electro Wizard
The Log
Royal Giant
Ice Wizard
Royal Giant
Electro Wizard
Royal Giant

Defense Synergies 0 9

Fire Spirit
The Log Electro Wizard
Bomber
The Log Electro Wizard
Archers
The Log Ice Wizard Electro Wizard
Barbarians
Royal Giant
The Log
Fire Spirit Bomber Archers Ice Wizard Electro Wizard
Ice Wizard
Archers The Log
Electro Wizard
Fire Spirit Bomber Archers 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.

Bomber The Log Electro Wizard
Barbarians Bomber The Log Ice Wizard Electro Wizard
Barbarians Fire Spirit Bomber Archers Ice Wizard Electro Wizard
Barbarians Bomber Ice Wizard Electro Wizard
Bomber Barbarians The Log
The Log Fire Spirit Bomber Archers Ice Wizard Electro Wizard
Electro Wizard Fire Spirit Archers Ice Wizard
Barbarians The Log Electro Wizard
Barbarians Ice Wizard
Fire Spirit Bomber Archers Barbarians Ice Wizard Electro Wizard
Archers Barbarians Ice Wizard Electro Wizard Bomber The Log
Archers Ice Wizard Electro Wizard
Barbarians Fire Spirit Bomber The Log Ice Wizard Electro Wizard
Fire Spirit Bomber Barbarians The Log Electro Wizard
Barbarians Electro Wizard
Barbarians The Log Electro Wizard
Barbarians Bomber Electro Wizard
Fire Spirit Bomber Archers Barbarians The Log Ice Wizard Electro Wizard
The Log Fire Spirit Bomber Archers Barbarians Ice Wizard Electro Wizard
Barbarians Electro Wizard
Bomber Fire Spirit Archers Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Archers Electro Wizard
Electro Wizard Bomber Archers The Log
Barbarians The Log Electro Wizard
Barbarians The Log Electro Wizard
Barbarians
Fire Spirit Archers Ice Wizard Electro Wizard
Archers Barbarians Ice Wizard Electro Wizard
Barbarians
Electro Wizard Barbarians The Log
Barbarians
Barbarians
Barbarians The Log Electro Wizard
Barbarians
Bomber Archers Barbarians
Barbarians Electro Wizard Bomber Archers The Log
Bomber Archers Barbarians The Log Ice Wizard 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.)

The Log
The Log Ice Wizard Electro Wizard
The Log
Barbarians The Log
Bomber Fire Spirit The Log
Fire Spirit Ice Wizard
Fire Spirit Bomber Archers The Log
The Log Fire Spirit Ice Wizard
The Log
Fire Spirit Electro Wizard
The Log Electro Wizard
Fire Spirit Archers
Fire Spirit The Log
The Log
Bomber The Log
The Log
Bomber
Fire Spirit Bomber Archers The Log Electro Wizard
Fire Spirit Bomber The Log
The Log
The Log
Barbarians The Log
The Log Fire Spirit Bomber Ice Wizard
The Log Ice Wizard Electro Wizard
The Log
The Log
Fire Spirit Archers Ice Wizard Electro Wizard
Electro Wizard
Bomber The Log
Electro Wizard
The Log
Electro Wizard Fire Spirit Archers Barbarians
Fire Spirit Archers Ice Wizard Electro Wizard
The Log
Electro Wizard
The Log Bomber
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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