My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Electro Dragon

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 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.

Knight 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.

Zap

Punishments

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

Elite Barbarians 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 Knight Elite Barbarians 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.

Elite Barbarians Hog Rider

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 Elite Barbarians Hog Rider Guards
Giant Snowball
Fire Spirit Minions Hog Rider Guards
Zap
Fire Spirit Minions Guards
Barbarian Barrel
Fire Spirit Knight Elite Barbarians Wizard Guards
The Log
Fire Spirit Elite Barbarians Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Fire Spirit Minions Guards
Royal Delivery
Fire Spirit Knight Minions Elite Barbarians Hog Rider Wizard Guards
Fireball
Minions Elite Barbarians Hog Rider Wizard
Poison
Minions Wizard Guards
Lightning
Knight Elite Barbarians Wizard
Rocket
Elite Barbarians Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Knight Guards

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.

Elite Barbarians

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Knight Minions Guards Hog Rider Wizard Elite Barbarians

Shortest cycle

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

9 Fire Spirit Zap Knight Minions

Attack Synergies 6 13

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 Knight Elite Barbarians
Zap
Elite Barbarians Hog Rider Fire Spirit Knight Minions Guards
Knight
Minions Hog Rider Fire Spirit Zap Elite Barbarians Wizard
Minions
Knight Hog Rider Zap Elite Barbarians
Elite Barbarians
Zap Fire Spirit Knight Minions Hog Rider Wizard
Hog Rider
Fire Spirit Zap Knight Minions Elite Barbarians Wizard Guards
Wizard
Knight Elite Barbarians Hog Rider
Guards
Zap Hog Rider

Defense Synergies 2 8

Fire Spirit
Knight Zap
Zap
Fire Spirit Knight Minions Elite Barbarians Guards
Knight
Fire Spirit Minions Zap Wizard
Minions
Knight Zap
Elite Barbarians
Zap Wizard
Hog Rider
Wizard
Knight Elite Barbarians Guards
Guards
Zap 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 Knight Minions Wizard
Elite Barbarians Zap Knight Minions
Fire Spirit Knight Minions Elite Barbarians
Elite Barbarians Knight Minions Guards
Elite Barbarians
Fire Spirit Zap Minions Guards
Minions Fire Spirit Zap Wizard
Zap
Minions Elite Barbarians
Knight Elite Barbarians Guards Fire Spirit
Minions Guards Zap Knight Wizard
Minions Zap Wizard
Fire Spirit Zap Knight Minions Elite Barbarians Wizard Guards
Fire Spirit Wizard Zap Minions Guards
Elite Barbarians Knight
Zap Elite Barbarians
Wizard Knight Minions Elite Barbarians
Fire Spirit Zap Knight Minions Elite Barbarians Wizard Guards
Zap Wizard Fire Spirit Knight Minions Guards
Elite Barbarians
Wizard Fire Spirit Knight Minions Elite Barbarians Guards

Counters to secondary win conditions

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

Knight Guards Zap Elite Barbarians
Zap Knight Elite Barbarians Wizard
Guards Zap Knight Minions Elite Barbarians
Guards Zap Knight Elite Barbarians
Knight Elite Barbarians Guards
Fire Spirit Wizard Zap Minions
Guards Knight Minions Elite Barbarians
Knight Elite Barbarians
Zap Knight Minions Elite Barbarians
Guards
Knight Minions Elite Barbarians Guards
Zap Elite Barbarians Guards
Elite Barbarians Knight Wizard Guards
Wizard
Elite Barbarians Guards Zap Knight Minions
Minions Zap Elite Barbarians 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.)

Knight Guards
Zap
Knight Guards
Wizard Fire Spirit Zap
Wizard Fire Spirit Zap Minions
Fire Spirit Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Minions Elite Barbarians Guards
Zap Knight Wizard
Fire Spirit Zap Wizard
Fire Spirit Knight Elite Barbarians
Minions
Zap Elite Barbarians
Zap Wizard
Wizard
Minions
Fire Spirit Zap Wizard
Fire Spirit Zap Wizard
Minions
Wizard
Zap
Zap Fire Spirit Wizard
Zap Wizard
Zap Wizard
Zap
Elite Barbarians Fire Spirit Zap Wizard
Zap Minions Wizard Guards
Elite Barbarians
Zap Wizard
Zap
Wizard
Zap Fire Spirit Minions Guards
Fire Spirit Zap Wizard
Knight Wizard
Zap Wizard
Zap
Elite Barbarians
Zap Minions Elite Barbarians Guards
Zap
Zap

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