My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Good
Versatility
Bad
F2P score
Good

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 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!
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 Spear Goblins 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.

Spear Goblins Royal Giant Bowler Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Royal Hogs

Damage spells

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

The Log

Punishments

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

Royal Giant Royal Hogs

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 Spear Goblins Royal Giant Royal Hogs

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.

Royal Hogs 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
Spear Goblins Royal Giant Royal Hogs
Giant Snowball
Fire Spirit Goblins Spear Goblins Royal Hogs
Zap
Fire Spirit Goblins Spear Goblins Royal Giant Royal Hogs
Barbarian Barrel
Fire Spirit Goblins Spear Goblins Royal Hogs Electro Wizard
The Log
Fire Spirit Goblins Spear Goblins Royal Giant Royal Hogs
Earthquake
Spear Goblins Royal Hogs
Arrows
Fire Spirit Goblins Spear Goblins Royal Hogs
Royal Delivery
Fire Spirit Goblins Spear Goblins Royal Hogs Bowler Electro Wizard
Fireball
Royal Hogs Bowler Electro Wizard
Poison
Spear Goblins Royal Hogs Electro Wizard
Lightning
Bowler Electro Wizard
Rocket
Royal Hogs Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bowler 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 Spear Goblins Bowler

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.

Royal Giant

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Goblins Spear Goblins The Log Electro Wizard Royal Hogs Bowler Royal Giant

Shortest cycle

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

7 Fire Spirit Goblins Spear Goblins The Log

Attack Synergies 1 14

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
Royal Giant Royal Hogs Bowler
Goblins
Royal Giant
Spear Goblins
Royal Giant Royal Hogs Bowler
Royal Giant
Fire Spirit Goblins Spear Goblins Bowler The Log Electro Wizard
Royal Hogs
Fire Spirit Spear Goblins Bowler The Log Electro Wizard
Bowler
Fire Spirit Spear Goblins Royal Giant Royal Hogs The Log Electro Wizard
The Log
Royal Giant Royal Hogs Bowler
Electro Wizard
Royal Giant Royal Hogs Bowler

Defense Synergies 1 10

Fire Spirit
Spear Goblins The Log Electro Wizard
Goblins
The Log Electro Wizard
Spear Goblins
Fire Spirit Bowler The Log Electro Wizard
Royal Giant
Royal Hogs
Bowler
The Log Spear Goblins Electro Wizard
The Log
Bowler Fire Spirit Goblins Spear Goblins Electro Wizard
Electro Wizard
Fire Spirit Goblins Spear Goblins Bowler The Log

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.

Bowler Spear Goblins The Log Electro Wizard
Goblins The Log Electro Wizard
Bowler Fire Spirit Goblins Electro Wizard
Goblins Bowler Electro Wizard
Bowler The Log
Bowler The Log Fire Spirit Goblins Spear Goblins Electro Wizard
Electro Wizard Fire Spirit Spear Goblins
Bowler The Log Electro Wizard
Goblins
Fire Spirit Goblins Spear Goblins Bowler Electro Wizard
Goblins Electro Wizard Spear Goblins Bowler The Log
Spear Goblins Electro Wizard
Bowler Fire Spirit The Log Electro Wizard
Fire Spirit Bowler Goblins The Log Electro Wizard
Electro Wizard
Bowler The Log Electro Wizard
Goblins Bowler Electro Wizard
Fire Spirit Goblins Spear Goblins Bowler The Log Electro Wizard
The Log Fire Spirit Spear Goblins Bowler Electro Wizard
Electro Wizard
Bowler Fire Spirit Goblins Spear Goblins The Log Electro Wizard

Counters to secondary win conditions

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

Goblins Spear Goblins Bowler Electro Wizard
Electro Wizard Bowler The Log
Goblins Spear Goblins Bowler The Log Electro Wizard
Bowler The Log Electro Wizard
Bowler
Fire Spirit Electro Wizard
Goblins Spear Goblins Bowler Electro Wizard
Electro Wizard Goblins Spear Goblins The Log
Bowler
Bowler The Log Electro Wizard
Bowler
Bowler
Electro Wizard Goblins Spear Goblins Bowler The Log
Bowler The Log 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.)

The Log
Bowler The Log Electro Wizard
The Log
The Log
Fire Spirit Bowler The Log
Fire Spirit Spear Goblins
Fire Spirit Bowler The Log
The Log Fire Spirit Bowler
The Log
Fire Spirit Goblins Bowler Electro Wizard
Bowler The Log Electro Wizard
Fire Spirit
Fire Spirit Bowler The Log
The Log
Spear Goblins Bowler The Log
Bowler The Log
Fire Spirit Bowler The Log Electro Wizard
Fire Spirit Bowler The Log
Bowler The Log
Bowler The Log
The Log
The Log Fire Spirit Bowler
The Log Bowler Electro Wizard
Bowler The Log
The Log
Fire Spirit Electro Wizard
Electro Wizard
Bowler
The Log
Electro Wizard
Bowler The Log
Electro Wizard Fire Spirit Spear Goblins
Fire Spirit Electro Wizard
The Log
Bowler Electro Wizard
The Log Bowler
Bowler The Log Electro Wizard
Electro Wizard
Bowler The Log Electro Wizard

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