My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Wall Breakers

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 Minions Tesla Wizard Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Tesla Wizard Giant Skeleton Electro Wizard

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.

The Log

Punishments

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

Hog Rider

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 Hog Rider Giant Skeleton

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

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 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 The Log Minions Tesla Hog Rider Electro Wizard Wizard Giant Skeleton

Shortest cycle

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

10 Fire Spirit The Log Minions Tesla

Attack Synergies 3 8

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 Giant Skeleton
Minions
Hog Rider Giant Skeleton
Tesla
Hog Rider
Fire Spirit Minions The Log Wizard Giant Skeleton Electro Wizard
Wizard
Hog Rider Giant Skeleton
Giant Skeleton
Fire Spirit Minions Hog Rider Wizard The Log Electro Wizard
The Log
Hog Rider Giant Skeleton
Electro Wizard
Hog Rider Giant Skeleton

Defense Synergies 1 15

Fire Spirit
Giant Skeleton The Log Electro Wizard
Minions
Tesla Giant Skeleton The Log Electro Wizard
Tesla
The Log Minions Wizard Electro Wizard
Hog Rider
Wizard
Tesla Giant Skeleton The Log Electro Wizard
Giant Skeleton
Fire Spirit Minions Wizard The Log Electro Wizard
The Log
Tesla Fire Spirit Minions Wizard Giant Skeleton Electro Wizard
Electro Wizard
Fire Spirit Minions Tesla Wizard Giant Skeleton 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.

Minions Tesla Wizard The Log Electro Wizard
Minions Tesla The Log Electro Wizard
Tesla Fire Spirit Minions Giant Skeleton Electro Wizard
Tesla Minions Electro Wizard
Giant Skeleton The Log
The Log Fire Spirit Minions Tesla Electro Wizard
Minions Tesla Electro Wizard Fire Spirit Wizard
Tesla Giant Skeleton The Log Electro Wizard
Tesla Minions
Fire Spirit Tesla Giant Skeleton Electro Wizard
Minions Electro Wizard Tesla Wizard Giant Skeleton The Log
Minions Tesla Wizard Electro Wizard
Tesla Fire Spirit Minions Wizard Giant Skeleton The Log Electro Wizard
Fire Spirit Wizard Minions Tesla The Log Electro Wizard
Tesla Electro Wizard
Tesla The Log Electro Wizard
Tesla Wizard Minions Electro Wizard
Fire Spirit Tesla Minions Wizard The Log Electro Wizard
Wizard The Log Fire Spirit Minions Tesla Giant Skeleton Electro Wizard
Tesla Electro Wizard
Wizard Fire Spirit Minions Tesla Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Tesla Giant Skeleton Electro Wizard
Electro Wizard Tesla Wizard The Log
Giant Skeleton Minions The Log Electro Wizard
Giant Skeleton Tesla The Log Electro Wizard
Giant Skeleton Tesla
Fire Spirit Wizard Minions Tesla Electro Wizard
Minions Tesla Giant Skeleton Electro Wizard
Giant Skeleton Tesla
Giant Skeleton Electro Wizard Minions The Log
Tesla
Minions Tesla Giant Skeleton
Giant Skeleton The Log Electro Wizard
Giant Skeleton Tesla Wizard
Wizard Tesla
Tesla Electro Wizard Minions Giant Skeleton The Log
Minions Tesla Wizard Giant Skeleton 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.)

Giant Skeleton The Log
The Log Electro Wizard
Giant Skeleton The Log
Giant Skeleton The Log
Wizard Fire Spirit The Log
Wizard Fire Spirit Minions
Fire Spirit Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard
Fire Spirit Minions Electro Wizard
Wizard The Log Electro Wizard
Fire Spirit Wizard
Fire Spirit The Log
Minions
The Log
Wizard The Log
Wizard The Log
Minions
Fire Spirit Wizard The Log Electro Wizard
Fire Spirit Wizard The Log
Minions Giant Skeleton The Log
Wizard
The Log
The Log
The Log Fire Spirit Wizard
The Log Wizard Electro Wizard
Wizard The Log
The Log
Fire Spirit Wizard Electro Wizard
Electro Wizard Minions Wizard
Wizard The Log
Electro Wizard
Giant Skeleton
Wizard The Log
Electro Wizard Fire Spirit Minions
Fire Spirit Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Wizard
Giant Skeleton
Minions Giant Skeleton The Log Electro Wizard
Electro Wizard
Giant Skeleton The Log Electro Wizard

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