My Best Clash Royale Deck

Deck Check Rating

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

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!

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 Inferno Dragon

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.

Bowler Electro Wizard Inferno Dragon Lumberjack

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

Punishments

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

Hog Rider Lumberjack

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 Lumberjack

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 Lumberjack

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 Inferno Dragon
Giant Snowball
Fire Spirit Minions Hog Rider Inferno Dragon Lumberjack
Zap
Fire Spirit Minions Inferno Dragon
Barbarian Barrel
Fire Spirit Electro Wizard Lumberjack
The Log
Fire Spirit Hog Rider Lumberjack
Earthquake
Hog Rider
Arrows
Fire Spirit Minions
Royal Delivery
Fire Spirit Minions Hog Rider Bowler Electro Wizard Inferno Dragon Lumberjack
Fireball
Minions Hog Rider Bowler Electro Wizard Inferno Dragon Lumberjack
Poison
Minions Electro Wizard
Lightning
Bowler Electro Wizard Inferno Dragon Lumberjack
Rocket
Hog Rider Bowler Inferno Dragon

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 Bowler

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 Bowler Inferno Dragon

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Minions Hog Rider Electro Wizard Inferno Dragon Lumberjack Bowler

Shortest cycle

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

10 Fire Spirit Zap Minions Hog Rider

Attack Synergies 4 16

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 Bowler Inferno Dragon Lumberjack
Zap
Hog Rider Electro Wizard Fire Spirit Minions Bowler Lumberjack
Minions
Hog Rider Zap Bowler Inferno Dragon Lumberjack
Hog Rider
Fire Spirit Zap Minions Bowler Electro Wizard Lumberjack
Bowler
Fire Spirit Zap Minions Hog Rider Electro Wizard Lumberjack
Electro Wizard
Zap Hog Rider Bowler Lumberjack
Inferno Dragon
Fire Spirit Minions
Lumberjack
Fire Spirit Zap Minions Hog Rider Bowler Electro Wizard

Defense Synergies 1 13

Fire Spirit
Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Minions Bowler Inferno Dragon Lumberjack
Minions
Zap Bowler Electro Wizard Lumberjack
Hog Rider
Bowler
Zap Minions Electro Wizard Lumberjack
Electro Wizard
Zap Fire Spirit Minions Bowler Inferno Dragon Lumberjack
Inferno Dragon
Zap Electro Wizard
Lumberjack
Zap Minions Bowler 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.

Bowler Zap Minions Electro Wizard
Inferno Dragon Lumberjack Zap Minions Electro Wizard
Bowler Lumberjack Fire Spirit Minions Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Minions Bowler Electro Wizard
Bowler Lumberjack
Bowler Fire Spirit Zap Minions Electro Wizard Lumberjack
Minions Electro Wizard Inferno Dragon Fire Spirit Zap
Bowler Zap Electro Wizard
Inferno Dragon Minions Lumberjack
Fire Spirit Bowler Electro Wizard Lumberjack
Minions Electro Wizard Zap Bowler Lumberjack
Minions Inferno Dragon Zap Electro Wizard
Bowler Lumberjack Fire Spirit Zap Minions Electro Wizard
Fire Spirit Bowler Zap Minions Electro Wizard Lumberjack
Inferno Dragon Electro Wizard Lumberjack
Zap Bowler Electro Wizard Inferno Dragon Lumberjack
Minions Bowler Electro Wizard Lumberjack
Fire Spirit Zap Minions Bowler Electro Wizard Lumberjack
Zap Fire Spirit Minions Bowler Electro Wizard Inferno Dragon Lumberjack
Electro Wizard Inferno Dragon Lumberjack
Bowler Fire Spirit Minions Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Bowler Electro Wizard
Electro Wizard Zap Bowler Inferno Dragon Lumberjack
Lumberjack Zap Minions Bowler Electro Wizard
Bowler Lumberjack Zap Electro Wizard
Bowler Inferno Dragon Lumberjack
Fire Spirit Zap Minions Electro Wizard
Minions Bowler Electro Wizard Lumberjack
Inferno Dragon Lumberjack
Zap Electro Wizard Minions Inferno Dragon
Inferno Dragon
Inferno Dragon Minions Bowler Lumberjack
Zap Bowler Electro Wizard
Bowler Lumberjack
Bowler
Electro Wizard Zap Minions Bowler Inferno Dragon Lumberjack
Minions Bowler Zap Electro Wizard Inferno Dragon
Zap 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.)

Zap Bowler Electro Wizard
Fire Spirit Zap Bowler
Fire Spirit Zap Minions
Fire Spirit Bowler
Fire Spirit Zap Bowler
Zap
Fire Spirit Minions Bowler Electro Wizard Lumberjack
Zap Bowler Electro Wizard
Fire Spirit Zap
Fire Spirit Bowler
Minions
Zap
Zap Bowler
Bowler
Minions
Fire Spirit Zap Bowler Electro Wizard
Fire Spirit Zap Bowler
Minions Bowler
Bowler
Zap
Zap Fire Spirit Bowler
Inferno Dragon
Zap Bowler Electro Wizard
Zap Bowler
Zap
Fire Spirit Zap Electro Wizard
Zap Electro Wizard Minions
Bowler
Zap
Zap Electro Wizard
Bowler
Zap Electro Wizard Fire Spirit Minions
Fire Spirit Zap Electro Wizard
Bowler Electro Wizard Lumberjack
Zap Bowler
Zap
Zap Minions Bowler Electro Wizard
Zap Electro Wizard
Zap Bowler Electro Wizard
Inferno Dragon
Bowler

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