My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Rascals 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 Minion Horde Ice 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.

Giant Skeleton Ice Wizard Bandit

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog Rider Bandit

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 Minion Horde Hog Rider Giant Skeleton Bandit

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 Giant Skeleton Bandit

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
Minion Horde Hog Rider Giant Skeleton Bandit
Giant Snowball
Fire Spirit Cannon Minion Horde Hog Rider
Zap
Fire Spirit Cannon Minion Horde Bandit
Barbarian Barrel
Fire Spirit Cannon Giant Skeleton Ice Wizard Bandit
The Log
Fire Spirit Cannon Hog Rider Giant Skeleton Bandit
Earthquake
Cannon Hog Rider
Arrows
Fire Spirit Minion Horde
Royal Delivery
Fire Spirit Minion Horde Hog Rider Giant Skeleton Ice Wizard Bandit
Fireball
Cannon Minion Horde Hog Rider Ice Wizard Bandit
Poison
Cannon Minion Horde Ice Wizard
Lightning
Cannon Ice Wizard Bandit
Rocket
Minion Horde Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Giant Skeleton Ice Wizard

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 Minion Horde Ice 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 Cannon Ice Wizard Bandit Hog Rider Minion Horde Giant Skeleton

Shortest cycle

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

9 Fire Spirit Zap Cannon Ice Wizard

Attack Synergies 2 14

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 Giant Skeleton Bandit
Zap
Hog Rider Fire Spirit Minion Horde Giant Skeleton Ice Wizard Bandit
Cannon
Minion Horde
Zap Hog Rider Giant Skeleton
Hog Rider
Fire Spirit Zap Minion Horde Giant Skeleton Bandit
Giant Skeleton
Fire Spirit Zap Minion Horde Hog Rider Ice Wizard Bandit
Ice Wizard
Zap Giant Skeleton Bandit
Bandit
Fire Spirit Zap Hog Rider Giant Skeleton Ice Wizard

Defense Synergies 1 11

Fire Spirit
Zap Giant Skeleton
Zap
Cannon Fire Spirit Minion Horde Giant Skeleton Ice Wizard Bandit
Cannon
Zap Ice Wizard Bandit
Minion Horde
Zap Ice Wizard
Hog Rider
Giant Skeleton
Fire Spirit Zap Ice Wizard
Ice Wizard
Zap Cannon Minion Horde Giant Skeleton Bandit
Bandit
Zap Cannon Ice 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.

Zap Cannon Minion Horde
Minion Horde Zap Cannon Ice Wizard Bandit
Cannon Minion Horde Fire Spirit Giant Skeleton Ice Wizard Bandit
Cannon Minion Horde Ice Wizard Bandit
Giant Skeleton
Fire Spirit Zap Cannon Ice Wizard Bandit
Minion Horde Fire Spirit Zap Cannon Ice Wizard
Zap Cannon Giant Skeleton Bandit
Cannon Minion Horde Ice Wizard
Fire Spirit Cannon Minion Horde Giant Skeleton Ice Wizard Bandit
Minion Horde Ice Wizard Zap Cannon Giant Skeleton Bandit
Minion Horde Zap Ice Wizard
Cannon Minion Horde Fire Spirit Zap Giant Skeleton Ice Wizard Bandit
Fire Spirit Zap Cannon Minion Horde
Cannon Minion Horde Bandit
Minion Horde Zap Cannon Bandit
Minion Horde Cannon
Fire Spirit Cannon Zap Minion Horde Ice Wizard Bandit
Zap Fire Spirit Cannon Giant Skeleton Ice Wizard Bandit
Cannon
Fire Spirit Cannon Minion Horde Giant Skeleton Bandit

Counters to secondary win conditions

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

Zap Giant Skeleton Bandit
Bandit Zap
Giant Skeleton Bandit Zap Minion Horde
Giant Skeleton Zap Minion Horde Bandit
Giant Skeleton Cannon Minion Horde Bandit
Fire Spirit Zap Minion Horde Ice Wizard
Minion Horde Giant Skeleton Ice Wizard Bandit
Giant Skeleton Minion Horde
Zap Minion Horde Giant Skeleton Bandit
Cannon Minion Horde
Minion Horde Giant Skeleton
Zap Giant Skeleton
Giant Skeleton Cannon Minion Horde Bandit
Cannon Minion Horde
Zap Minion Horde Giant Skeleton
Zap Cannon Minion Horde Giant Skeleton Ice 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.)

Minion Horde Giant Skeleton Bandit
Zap Ice Wizard Bandit
Minion Horde Giant Skeleton Bandit
Giant Skeleton
Fire Spirit Zap Minion Horde
Fire Spirit Zap Minion Horde Ice Wizard
Fire Spirit Minion Horde
Fire Spirit Zap Ice Wizard
Zap Bandit
Fire Spirit Minion Horde
Zap Minion Horde Bandit
Fire Spirit Zap
Fire Spirit Bandit
Minion Horde Bandit
Zap
Zap Minion Horde Bandit
Minion Horde Bandit
Minion Horde
Fire Spirit Zap Bandit
Fire Spirit Zap
Minion Horde Giant Skeleton
Zap Minion Horde
Zap Fire Spirit Ice Wizard
Minion Horde
Zap Ice Wizard Bandit
Zap Bandit
Zap Bandit
Fire Spirit Zap Minion Horde Ice Wizard
Zap Minion Horde
Minion Horde
Zap Minion Horde Bandit
Zap Minion Horde
Minion Horde Giant Skeleton
Zap Minion Horde Fire Spirit Bandit
Fire Spirit Zap Ice Wizard
Minion Horde
Zap
Zap Giant Skeleton
Minion Horde
Zap Minion Horde Giant Skeleton
Zap
Zap Giant Skeleton Bandit

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