My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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.

Wizard Mighty Miner

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Rage Freeze

Punishments

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

Elite Barbarians

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 Elite Barbarians Mighty Miner

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 Mighty Miner

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
Elite Barbarians Guards Mighty Miner
Giant Snowball
Fire Spirit Guards Mighty Miner
Zap
Fire Spirit Guards Mighty Miner
Barbarian Barrel
Fire Spirit Elite Barbarians Wizard Guards
The Log
Fire Spirit Elite Barbarians Guards
Earthquake
Guards
Arrows
Fire Spirit Guards
Royal Delivery
Fire Spirit Elite Barbarians Wizard Guards
Fireball
Elite Barbarians Wizard Mighty Miner
Poison
Wizard Guards
Lightning
Elite Barbarians Wizard Mighty Miner
Rocket
Elite Barbarians Wizard Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard Freeze

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 Rage Guards Freeze Mighty Miner

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 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 Rage Guards Freeze Mighty Miner Wizard Elite Barbarians

Shortest cycle

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

8 Fire Spirit Zap Rage Guards

Attack Synergies 2 7

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 Elite Barbarians
Zap
Elite Barbarians Fire Spirit Guards Freeze Mighty Miner
Elite Barbarians
Zap Rage Fire Spirit Wizard
Wizard
Elite Barbarians Rage
Rage
Elite Barbarians Wizard
Guards
Zap
Freeze
Zap
Mighty Miner
Zap

Defense Synergies 0 8

Fire Spirit
Zap
Zap
Fire Spirit Elite Barbarians Guards Mighty Miner
Elite Barbarians
Zap Wizard
Wizard
Elite Barbarians Guards Freeze Mighty Miner
Rage
Guards
Zap Wizard
Freeze
Wizard
Mighty Miner
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 Wizard
Elite Barbarians Zap
Fire Spirit Elite Barbarians Freeze
Elite Barbarians Guards
Elite Barbarians
Freeze Fire Spirit Zap Guards
Fire Spirit Zap Wizard Freeze
Zap
Mighty Miner Elite Barbarians
Elite Barbarians Guards Fire Spirit
Guards Zap Wizard Freeze
Zap Wizard
Fire Spirit Zap Elite Barbarians Wizard Guards Freeze
Fire Spirit Wizard Zap Guards Freeze
Elite Barbarians
Zap Elite Barbarians Freeze
Wizard Elite Barbarians
Fire Spirit Zap Elite Barbarians Wizard Guards
Zap Wizard Freeze Fire Spirit Guards
Elite Barbarians
Wizard Fire Spirit Elite Barbarians Guards
Elite Barbarians Guards Mighty Miner

Counters to secondary win conditions

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

Guards Zap Elite Barbarians
Zap Elite Barbarians Wizard
Guards Zap Elite Barbarians
Guards Zap Elite Barbarians
Elite Barbarians Guards Mighty Miner
Fire Spirit Wizard Zap Freeze
Guards Elite Barbarians
Mighty Miner Elite Barbarians
Zap Freeze Elite Barbarians
Guards
Elite Barbarians Guards
Zap Elite Barbarians Guards
Elite Barbarians Wizard Guards
Wizard
Elite Barbarians Guards Zap Freeze Mighty Miner
Zap Elite Barbarians Wizard Freeze Mighty Miner
Zap

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.)

Guards Freeze
Zap
Guards Freeze
Wizard Fire Spirit Zap
Wizard Fire Spirit Zap Freeze
Fire Spirit Wizard
Fire Spirit Zap Wizard Freeze
Zap Wizard
Fire Spirit Elite Barbarians Guards
Zap Wizard
Fire Spirit Zap Wizard
Fire Spirit Elite Barbarians
Freeze
Zap Elite Barbarians
Zap Wizard
Wizard
Freeze
Fire Spirit Zap Wizard
Fire Spirit Zap Wizard
Wizard
Zap
Zap Freeze Fire Spirit Wizard
Zap Wizard
Zap Wizard
Zap
Elite Barbarians Fire Spirit Zap Wizard
Zap Wizard Guards Freeze
Elite Barbarians
Zap Wizard
Zap Freeze
Mighty Miner
Wizard
Zap Fire Spirit Guards Freeze
Fire Spirit Zap Wizard
Freeze
Wizard
Zap Wizard
Zap
Elite Barbarians
Zap Elite Barbarians Guards Freeze
Zap
Zap Freeze
Wizard

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