My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Giant Snowball Rascals Zappies Royal Hogs The Log Ice Wizard Royal Ghost Bandit Inferno Dragon Magic Archer Lumberjack Night Witch Sparky Mega Knight Lava Hound

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Inferno Tower Ice Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

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.

Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit 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 Goblin Barrel 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
Hog Rider Goblin Barrel Skeleton Army
Giant Snowball
Fire Spirit Hog Rider Goblin Barrel Skeleton Army
Zap
Fire Spirit Inferno Tower Goblin Barrel Skeleton Army
Barbarian Barrel
Fire Spirit Inferno Tower Goblin Barrel Skeleton Army Ice Wizard Electro Wizard
The Log
Fire Spirit Hog Rider Goblin Barrel Skeleton Army
Earthquake
Hog Rider Inferno Tower Goblin Barrel Skeleton Army
Arrows
Fire Spirit Goblin Barrel Skeleton Army
Royal Delivery
Fire Spirit Hog Rider Goblin Barrel Skeleton Army Ice Wizard Electro Wizard
Fireball
Hog Rider Inferno Tower Goblin Barrel Skeleton Army Ice Wizard Electro Wizard
Poison
Inferno Tower Skeleton Army Ice Wizard Electro Wizard
Lightning
Inferno Tower Ice Wizard Electro Wizard
Rocket
Hog Rider Inferno Tower

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 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 Inferno Tower Skeleton Army 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.

Goblin Barrel Skeleton Army

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 Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit The Log Goblin Barrel Skeleton Army Ice Wizard Hog Rider Electro Wizard Inferno Tower

Shortest cycle

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

9 Fire Spirit The Log Goblin Barrel Skeleton Army

Attack Synergies 2 5

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 Goblin Barrel
Hog Rider
Fire Spirit The Log Goblin Barrel Electro Wizard
Inferno Tower
Goblin Barrel
Fire Spirit Hog Rider Skeleton Army Ice Wizard
Skeleton Army
Goblin Barrel
The Log
Hog Rider
Ice Wizard
Goblin Barrel
Electro Wizard
Hog Rider

Defense Synergies 3 9

Fire Spirit
Inferno Tower The Log Electro Wizard
Hog Rider
Inferno Tower
Skeleton Army The Log Electro Wizard Fire Spirit Ice Wizard
Goblin Barrel
Skeleton Army
Inferno Tower The Log Ice Wizard Electro Wizard
The Log
Inferno Tower Fire Spirit Skeleton Army Ice Wizard Electro Wizard
Ice Wizard
Inferno Tower Skeleton Army The Log
Electro Wizard
Inferno Tower Fire Spirit Skeleton Army 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.

Inferno Tower The Log Electro Wizard
Inferno Tower Skeleton Army The Log Ice Wizard Electro Wizard
Inferno Tower Skeleton Army Fire Spirit Ice Wizard Electro Wizard
Inferno Tower Skeleton Army Ice Wizard Electro Wizard
Skeleton Army The Log
Skeleton Army The Log Fire Spirit Ice Wizard Electro Wizard
Inferno Tower Electro Wizard Fire Spirit Ice Wizard
Inferno Tower The Log Electro Wizard
Inferno Tower Skeleton Army Ice Wizard
Skeleton Army Fire Spirit Inferno Tower Ice Wizard Electro Wizard
Skeleton Army Ice Wizard Electro Wizard The Log
Inferno Tower Ice Wizard Electro Wizard
Inferno Tower Skeleton Army Fire Spirit The Log Ice Wizard Electro Wizard
Fire Spirit Skeleton Army The Log Electro Wizard
Inferno Tower Skeleton Army Electro Wizard
Inferno Tower Skeleton Army The Log Electro Wizard
Inferno Tower Skeleton Army Electro Wizard
Fire Spirit Skeleton Army The Log Ice Wizard Electro Wizard
The Log Fire Spirit Ice Wizard Electro Wizard
Inferno Tower Electro Wizard
Skeleton Army Fire Spirit The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Inferno Tower Electro Wizard
Electro Wizard The Log
Skeleton Army Inferno Tower The Log Electro Wizard
Skeleton Army Inferno Tower The Log Electro Wizard
Inferno Tower Skeleton Army
Fire Spirit Ice Wizard Electro Wizard
Skeleton Army Inferno Tower Ice Wizard Electro Wizard
Inferno Tower Skeleton Army
Electro Wizard Inferno Tower Skeleton Army The Log
Inferno Tower Skeleton Army
Inferno Tower
Skeleton Army The Log Electro Wizard
Skeleton Army Inferno Tower
Skeleton Army
Inferno Tower Skeleton Army Electro Wizard The Log
Inferno Tower 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
The Log
Fire Spirit The Log
Fire Spirit Ice Wizard
Fire Spirit The Log
The Log Fire Spirit Ice Wizard
The Log
Fire Spirit Electro Wizard
The Log Electro Wizard
Fire Spirit
Fire Spirit The Log
The Log
The Log
The Log
Fire Spirit The Log Electro Wizard
Fire Spirit The Log
The Log
The Log
The Log
The Log Fire Spirit Ice Wizard
The Log Ice Wizard Electro Wizard
The Log
The Log
Fire Spirit Ice Wizard Electro Wizard
Electro Wizard
The Log
Electro Wizard
The Log
Electro Wizard Fire Spirit Skeleton Army
Fire Spirit Ice Wizard Electro Wizard
The Log
Electro Wizard
The Log
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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