My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage

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 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

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

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 Skeleton Army
Giant Snowball
Fire Spirit Minions Hog Rider Skeleton Army
Zap
Fire Spirit Minions Skeleton Army
Barbarian Barrel
Fire Spirit Goblin Cage Skeleton Army
The Log
Fire Spirit Goblin Cage Hog Rider Skeleton Army
Earthquake
Goblin Cage Hog Rider Skeleton Army
Arrows
Fire Spirit Minions Skeleton Army
Royal Delivery
Fire Spirit Minions Goblin Cage Hog Rider Skeleton Army
Fireball
Minions Goblin Cage Hog Rider Skeleton Army
Poison
Minions Goblin Cage Skeleton Army
Lightning
Goblin Cage
Rocket
Hog Rider

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

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 Skeleton Army

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.

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 Minions

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.

Mirror Fire Spirit Zap The Log Minions Skeleton Army Goblin Cage Hog Rider

Shortest cycle

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

5 Mirror Fire Spirit Zap The Log

Attack Synergies 6 11

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 Goblin Cage
Zap
Hog Rider Mirror Fire Spirit Minions Goblin Cage The Log
Minions
Hog Rider Zap Goblin Cage
Goblin Cage
Fire Spirit Zap Minions Hog Rider Mirror The Log
Hog Rider
Fire Spirit Zap Minions The Log Goblin Cage Mirror
Mirror
Zap The Log Goblin Cage Hog Rider Skeleton Army
Skeleton Army
Mirror
The Log
Hog Rider Mirror Zap Goblin Cage

Defense Synergies 3 12

Fire Spirit
Zap The Log
Zap
Mirror Fire Spirit Minions Goblin Cage Skeleton Army The Log
Minions
Zap Goblin Cage The Log
Goblin Cage
Mirror Zap Minions Skeleton Army The Log
Hog Rider
Mirror
Zap Goblin Cage Skeleton Army The Log
Skeleton Army
Mirror Zap Goblin Cage The Log
The Log
Fire Spirit Zap Minions Goblin Cage Mirror Skeleton Army

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 Goblin Cage The Log
Skeleton Army Zap Minions Goblin Cage The Log
Goblin Cage Skeleton Army Fire Spirit Minions
Goblin Cage Skeleton Army Minions
Goblin Cage Skeleton Army The Log
Skeleton Army The Log Fire Spirit Zap Minions
Minions Fire Spirit Zap Goblin Cage
Zap Goblin Cage The Log
Minions Goblin Cage Skeleton Army
Skeleton Army Fire Spirit
Minions Skeleton Army Zap The Log
Minions Zap
Goblin Cage Skeleton Army Fire Spirit Zap Minions The Log
Fire Spirit Skeleton Army Zap Minions Goblin Cage The Log
Skeleton Army Goblin Cage
Skeleton Army Zap Goblin Cage The Log
Minions Goblin Cage Skeleton Army
Fire Spirit Goblin Cage Zap Minions Skeleton Army The Log
Zap Goblin Cage The Log Fire Spirit Minions
Goblin Cage
Skeleton Army Fire Spirit Minions The Log

Counters to secondary win conditions

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

Skeleton Army Zap Goblin Cage
Zap The Log
Skeleton Army Zap Minions Goblin Cage The Log
Skeleton Army Zap Goblin Cage The Log
Goblin Cage Skeleton Army
Fire Spirit Zap Minions
Skeleton Army Minions Goblin Cage
Goblin Cage Skeleton Army
Zap Goblin Cage Minions Skeleton Army The Log
Goblin Cage Skeleton Army
Minions Goblin Cage
Skeleton Army Zap Goblin Cage The Log
Skeleton Army Goblin Cage
Goblin Cage Skeleton Army
Skeleton Army Zap Minions Goblin Cage The Log
Minions Zap Goblin Cage The Log
Zap Goblin Cage

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
Zap The Log
The Log
The Log
Fire Spirit Zap The Log
Fire Spirit Zap Minions
Fire Spirit The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Minions
Zap The Log
Fire Spirit Zap
Fire Spirit The Log
Minions
Zap The Log
Zap The Log
The Log
Minions
Fire Spirit Zap The Log
Fire Spirit Zap The Log
Minions The Log
The Log
Zap The Log
Zap The Log Fire Spirit
The Log Zap
Zap The Log
Zap The Log
Fire Spirit Zap
Zap Minions
Zap The Log
Zap
The Log
Zap Fire Spirit Minions Skeleton Army
Fire Spirit Zap
The Log
The Log Zap
Zap
Zap Minions The Log
Zap
Zap The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: