My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Bats 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.

Bomber Bats Knight Wizard Prince

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.

Missing

Punishments

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

Hog Rider Prince

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 Goblins Knight Hog Rider Prince

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
Bomber Bats Hog Rider Prince
Giant Snowball
Fire Spirit Goblins Bomber Bats Hog Rider
Zap
Fire Spirit Goblins Bomber Bats Prince
Barbarian Barrel
Fire Spirit Goblins Bomber Knight Wizard
The Log
Fire Spirit Goblins Bomber Hog Rider Prince
Earthquake
Bomber Hog Rider
Arrows
Fire Spirit Goblins Bomber Bats
Royal Delivery
Fire Spirit Goblins Bomber Bats Knight Hog Rider Wizard Prince
Fireball
Bomber Hog Rider Wizard
Poison
Bomber Bats Wizard
Lightning
Knight Wizard Prince
Rocket
Hog Rider Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber 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 Bats Knight Prince

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 Goblins 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 Goblins Bomber Bats Knight Hog Rider Wizard Prince

Shortest cycle

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

7 Fire Spirit Goblins Bomber Bats

Attack Synergies 5 12

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 Prince
Goblins
Hog Rider
Bomber
Bats Knight Hog Rider Prince
Bats
Knight Hog Rider Bomber Prince
Knight
Bats Hog Rider Fire Spirit Bomber Wizard Prince
Hog Rider
Fire Spirit Goblins Bats Knight Bomber Wizard Prince
Wizard
Knight Hog Rider Prince
Prince
Fire Spirit Bomber Bats Knight Hog Rider Wizard

Defense Synergies 3 7

Fire Spirit
Knight
Goblins
Bomber Knight Wizard
Bomber
Knight Goblins Bats
Bats
Knight Bomber Prince
Knight
Fire Spirit Bomber Bats Goblins Wizard
Hog Rider
Wizard
Goblins Knight Prince
Prince
Bats 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.

Bomber Knight Wizard
Goblins Bats Knight Prince
Prince Fire Spirit Goblins Bomber Bats Knight
Prince Goblins Bats Knight
Bomber Prince
Fire Spirit Goblins Bomber Bats
Bats Fire Spirit Wizard
Goblins Prince
Knight Fire Spirit Goblins Bomber Prince
Goblins Bats Bomber Knight Wizard
Bats Wizard
Prince Fire Spirit Bomber Bats Knight Wizard
Fire Spirit Bomber Wizard Goblins Bats Prince
Knight Prince
Prince
Wizard Goblins Bomber Bats Knight Prince
Fire Spirit Goblins Bomber Bats Knight Wizard Prince
Wizard Fire Spirit Bomber Bats Knight
Prince
Bomber Wizard Fire Spirit Goblins Bats Knight Prince

Counters to secondary win conditions

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

Knight Goblins Prince
Bomber Knight Wizard Prince
Goblins Bats Knight Prince
Prince Bats Knight
Knight Prince
Fire Spirit Wizard Bats
Prince Goblins Bats Knight
Knight Prince
Goblins Bats Knight Prince
Bats Knight Prince
Prince
Prince Knight Wizard
Wizard Bomber
Goblins Bomber Bats Knight Prince
Bats Bomber Wizard
Bomber

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
Knight Prince
Bomber Wizard Fire Spirit
Wizard Fire Spirit Bats
Fire Spirit Bomber Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Goblins Bats Prince
Knight Wizard Prince
Fire Spirit Wizard
Fire Spirit Knight
Prince
Bomber Wizard
Wizard
Bomber Bats
Fire Spirit Bomber Wizard Prince
Fire Spirit Bomber Wizard
Prince
Wizard
Prince
Fire Spirit Bomber Wizard
Wizard
Wizard Prince
Fire Spirit Bats Wizard
Bats Wizard
Bomber Wizard
Prince
Wizard
Fire Spirit Bats Prince
Fire Spirit Wizard
Knight Wizard Prince
Bomber Wizard
Prince
Bats
Bats
Prince
Prince
Wizard

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