My Best Clash Royale Deck

Deck Check Rating

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

2 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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

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 Ice Wizard 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 Ice Wizard Electro Wizard Mega Knight

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.

Arrows Rage

Punishments

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

Hog Rider Mega Knight

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 Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Ice Wizard Mega Knight

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 Rage Ice Wizard Mega Knight

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 Ice Wizard 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 Rage Arrows Knight Ice Wizard Hog Rider Electro Wizard Mega Knight

Shortest cycle

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

9 Fire Spirit Rage Arrows Knight

Attack Synergies 4 9

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 Knight
Arrows
Hog Rider Knight Mega Knight
Knight
Hog Rider Fire Spirit Arrows Ice Wizard Electro Wizard
Hog Rider
Fire Spirit Arrows Knight Rage Electro Wizard Mega Knight
Rage
Hog Rider Electro Wizard
Ice Wizard
Knight
Electro Wizard
Knight Hog Rider Rage Mega Knight
Mega Knight
Arrows Hog Rider Electro Wizard

Defense Synergies 4 5

Fire Spirit
Knight Electro Wizard
Arrows
Mega Knight Knight Ice Wizard
Knight
Fire Spirit Ice Wizard Electro Wizard Arrows
Hog Rider
Rage
Ice Wizard
Knight Arrows Mega Knight
Electro Wizard
Knight Fire Spirit Mega Knight
Mega Knight
Arrows Ice Wizard Electro 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.

Knight Electro Wizard
Knight Ice Wizard Electro Wizard Mega Knight
Mega Knight Fire Spirit Knight Ice Wizard Electro Wizard
Knight Ice Wizard Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Fire Spirit Ice Wizard Electro Wizard Mega Knight
Electro Wizard Fire Spirit Arrows Ice Wizard
Arrows Electro Wizard Mega Knight
Ice Wizard
Knight Fire Spirit Ice Wizard Electro Wizard Mega Knight
Ice Wizard Electro Wizard Arrows Knight Mega Knight
Arrows Ice Wizard Electro Wizard
Mega Knight Fire Spirit Knight Ice Wizard Electro Wizard
Fire Spirit Mega Knight Arrows Electro Wizard
Knight Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Arrows Knight Electro Wizard
Fire Spirit Arrows Mega Knight Knight Ice Wizard Electro Wizard
Arrows Fire Spirit Knight Ice Wizard Electro Wizard Mega Knight
Electro Wizard
Mega Knight Fire Spirit Arrows Knight Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Electro Wizard
Electro Wizard Arrows Knight Mega Knight
Mega Knight Knight Electro Wizard
Mega Knight Knight Electro Wizard
Knight Mega Knight
Fire Spirit Arrows Ice Wizard Electro Wizard
Knight Ice Wizard Electro Wizard
Mega Knight Knight
Electro Wizard Mega Knight Knight
Mega Knight Knight
Mega Knight Arrows Electro Wizard
Mega Knight Knight
Mega Knight
Electro Wizard Knight
Arrows Mega Knight Ice Wizard Electro Wizard
Arrows Ice Wizard 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 Ice Wizard Electro Wizard
Arrows
Arrows Knight
Fire Spirit Arrows Mega Knight
Arrows Fire Spirit Ice Wizard
Fire Spirit Arrows
Arrows Fire Spirit Ice Wizard
Arrows
Fire Spirit Electro Wizard
Arrows Knight Electro Wizard
Fire Spirit Arrows
Fire Spirit Knight
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Fire Spirit Arrows Electro Wizard Mega Knight
Fire Spirit Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Fire Spirit Ice Wizard Mega Knight
Arrows Ice Wizard Electro Wizard
Arrows Mega Knight
Arrows
Fire Spirit Arrows Ice Wizard Electro Wizard
Electro Wizard
Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Fire Spirit
Fire Spirit Arrows Ice Wizard Electro Wizard
Arrows
Knight Electro Wizard Mega Knight
Arrows
Arrows
Mega Knight
Electro Wizard
Electro Wizard
Electro Wizard Mega Knight
Mega Knight

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