My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

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.

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 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.

Zap Arrows

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows

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 Arrows Knight 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 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.

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 Arrows Knight Minions Skeleton Army Hog Rider Electro Wizard

Shortest cycle

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

9 Fire Spirit Zap Arrows Knight

Attack Synergies 8 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
Hog Rider Zap Knight
Zap
Arrows Hog Rider Electro Wizard Fire Spirit Knight Minions
Arrows
Zap Hog Rider Knight
Knight
Minions Hog Rider Fire Spirit Zap Arrows Electro Wizard
Minions
Knight Hog Rider Zap
Hog Rider
Fire Spirit Zap Arrows Knight Minions Electro Wizard
Skeleton Army
Electro Wizard
Zap Knight Hog Rider

Defense Synergies 4 10

Fire Spirit
Knight Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Arrows Knight Minions Skeleton Army
Arrows
Zap Knight
Knight
Fire Spirit Minions Electro Wizard Zap Arrows Skeleton Army
Minions
Knight Zap Electro Wizard
Hog Rider
Skeleton Army
Zap Knight Electro Wizard
Electro Wizard
Zap Knight Fire Spirit Minions 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 Knight Minions Electro Wizard
Skeleton Army Zap Knight Minions Electro Wizard
Skeleton Army Fire Spirit Knight Minions Electro Wizard
Skeleton Army Knight Minions Electro Wizard
Arrows Skeleton Army
Arrows Skeleton Army Fire Spirit Zap Minions Electro Wizard
Minions Electro Wizard Fire Spirit Zap Arrows
Zap Arrows Electro Wizard
Minions Skeleton Army
Knight Skeleton Army Fire Spirit Electro Wizard
Minions Skeleton Army Electro Wizard Zap Arrows Knight
Arrows Minions Zap Electro Wizard
Skeleton Army Fire Spirit Zap Knight Minions Electro Wizard
Fire Spirit Skeleton Army Zap Arrows Minions Electro Wizard
Skeleton Army Knight Electro Wizard
Skeleton Army Zap Electro Wizard
Arrows Knight Minions Skeleton Army Electro Wizard
Fire Spirit Arrows Zap Knight Minions Skeleton Army Electro Wizard
Zap Arrows Fire Spirit Knight Minions Electro Wizard
Electro Wizard
Skeleton Army Fire Spirit Arrows Knight Minions Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Zap Electro Wizard
Electro Wizard Zap Arrows Knight
Skeleton Army Zap Knight Minions Electro Wizard
Skeleton Army Zap Knight Electro Wizard
Knight Skeleton Army
Fire Spirit Arrows Zap Minions Electro Wizard
Skeleton Army Knight Minions Electro Wizard
Knight Skeleton Army
Zap Electro Wizard Knight Minions Skeleton Army
Skeleton Army
Knight Minions
Skeleton Army Zap Arrows Electro Wizard
Skeleton Army Knight
Skeleton Army
Skeleton Army Electro Wizard Zap Knight Minions
Arrows Minions Zap Electro Wizard
Zap Arrows 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.)

Arrows Knight
Arrows Zap Electro Wizard
Arrows
Arrows Knight
Fire Spirit Zap Arrows
Arrows Fire Spirit Zap Minions
Fire Spirit Arrows
Arrows Fire Spirit Zap
Arrows Zap
Fire Spirit Minions Electro Wizard
Zap Arrows Knight Electro Wizard
Fire Spirit Zap Arrows
Fire Spirit Knight
Arrows Minions
Zap Arrows
Zap Arrows
Arrows
Arrows
Minions
Fire Spirit Zap Arrows Electro Wizard
Fire Spirit Zap Arrows
Minions
Arrows
Zap Arrows
Zap Arrows Fire Spirit
Arrows Zap Electro Wizard
Zap Arrows
Zap Arrows
Fire Spirit Zap Arrows Electro Wizard
Zap Electro Wizard Minions
Zap Arrows
Zap Arrows Electro Wizard
Arrows
Zap Electro Wizard Fire Spirit Minions Skeleton Army
Fire Spirit Zap Arrows Electro Wizard
Arrows
Knight Electro Wizard
Arrows Zap
Zap Arrows
Zap Minions Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: