My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Wizard

Defensive buildings

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

X-Bow

Investments

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

X-Bow Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Zap The Log

Punishments

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

X-Bow Royal Ghost

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 X-Bow Royal Ghost

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.

Royal Ghost 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
Giant Snowball
Fire Spirit Minions Barbarians
Zap
Fire Spirit Minions X-Bow
Barbarian Barrel
Fire Spirit Barbarians X-Bow Royal Ghost Electro Wizard
The Log
Fire Spirit Barbarians X-Bow
Earthquake
Barbarians X-Bow
Arrows
Fire Spirit Minions
Royal Delivery
Fire Spirit Minions Barbarians Royal Ghost Electro Wizard
Fireball
Minions Barbarians X-Bow Electro Wizard
Poison
Minions Barbarians X-Bow Electro Wizard
Lightning
X-Bow Electro Wizard
Rocket
Barbarians X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap The Log Royal Ghost

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 Royal Ghost

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 Barbarians 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 Zap The Log Minions Royal Ghost Electro Wizard Barbarians X-Bow

Shortest cycle

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

8 Fire Spirit Zap The Log Minions

Attack Synergies 3 6

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
Zap X-Bow
Zap
X-Bow Electro Wizard Fire Spirit Minions The Log Royal Ghost
Minions
Zap
Barbarians
X-Bow
Zap The Log Fire Spirit
The Log
X-Bow Zap
Royal Ghost
Zap Electro Wizard
Electro Wizard
Zap Royal Ghost

Defense Synergies 2 15

Fire Spirit
Zap The Log Electro Wizard
Zap
Electro Wizard Fire Spirit Minions Barbarians X-Bow The Log Royal Ghost
Minions
Zap X-Bow The Log Electro Wizard
Barbarians
Zap
X-Bow
The Log Zap Minions Electro Wizard
The Log
X-Bow Fire Spirit Zap Minions Royal Ghost Electro Wizard
Royal Ghost
Zap The Log Electro Wizard
Electro Wizard
Zap Fire Spirit Minions X-Bow The Log Royal Ghost

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 Minions X-Bow The Log Electro Wizard
Barbarians Zap Minions X-Bow The Log Electro Wizard
Barbarians Fire Spirit Minions Electro Wizard
Barbarians Minions Electro Wizard
Barbarians X-Bow The Log
The Log Fire Spirit Zap Minions X-Bow Royal Ghost Electro Wizard
Minions Electro Wizard Fire Spirit Zap X-Bow
Zap Barbarians X-Bow The Log Electro Wizard
Barbarians Minions X-Bow
Fire Spirit Barbarians Royal Ghost Electro Wizard
Minions Barbarians Electro Wizard Zap X-Bow The Log Royal Ghost
Minions Zap Electro Wizard
Barbarians Fire Spirit Zap Minions X-Bow The Log Electro Wizard
Fire Spirit Zap Minions Barbarians X-Bow The Log Royal Ghost Electro Wizard
Barbarians X-Bow Electro Wizard
Barbarians Zap X-Bow The Log Electro Wizard
Barbarians Minions X-Bow Electro Wizard
Fire Spirit Zap Minions Barbarians X-Bow The Log Royal Ghost Electro Wizard
Zap The Log Fire Spirit Minions Barbarians Royal Ghost Electro Wizard
Barbarians Electro Wizard
Royal Ghost Fire Spirit Minions Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Zap X-Bow Royal Ghost Electro Wizard
Electro Wizard Zap X-Bow The Log Royal Ghost
Barbarians Zap Minions The Log Electro Wizard
Zap Barbarians X-Bow The Log Electro Wizard
Barbarians
Fire Spirit Zap Minions Electro Wizard
Minions Barbarians Electro Wizard
Barbarians
Zap Electro Wizard Minions Barbarians X-Bow The Log
Barbarians
Minions Barbarians
Zap Barbarians The Log Electro Wizard
Barbarians
Barbarians
Barbarians Electro Wizard Zap Minions X-Bow The Log
Minions Zap Barbarians The Log Royal Ghost 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.)

X-Bow The Log Royal Ghost
Zap X-Bow The Log Royal Ghost Electro Wizard
X-Bow The Log
Barbarians The Log
Fire Spirit Zap The Log
Fire Spirit Zap Minions
Fire Spirit The Log
X-Bow The Log Fire Spirit Zap
The Log Zap X-Bow
Fire Spirit Minions X-Bow Electro Wizard
Zap X-Bow The Log Electro Wizard
Fire Spirit Zap
Fire Spirit The Log
Minions X-Bow
Zap X-Bow The Log
X-Bow Zap The Log
X-Bow The Log
Minions
Fire Spirit Zap X-Bow The Log Electro Wizard
Fire Spirit Zap X-Bow The Log
Minions X-Bow The Log
X-Bow The Log
Zap Barbarians X-Bow The Log
Zap The Log Fire Spirit
X-Bow The Log Zap Royal Ghost Electro Wizard
Zap X-Bow The Log
Zap X-Bow The Log
Fire Spirit Zap X-Bow Electro Wizard
Zap Electro Wizard Minions
Zap X-Bow The Log
Zap Electro Wizard
The Log
Zap Electro Wizard Fire Spirit Minions Barbarians X-Bow
Fire Spirit Zap Electro Wizard
The Log
Electro Wizard
The Log Zap
Zap
Zap Minions The Log Electro Wizard
Zap Electro Wizard
Zap X-Bow The Log Royal Ghost Electro Wizard

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