My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Minions Firecracker 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 Firecracker Wizard Electro Giant

Offensive cards

Win conditions

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

Hog Rider Electro Giant

Damage spells

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

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.

Knight Hog Rider Electro Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard Electro Giant

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.

Arrows Knight Skeleton Army Electro Giant

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.

Minions 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Minions Firecracker Skeleton Army Hog Rider Wizard Electro Giant

Shortest cycle

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

12 Arrows Knight Minions Firecracker

Attack Synergies 6 4

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.

Arrows
Hog Rider Knight
Knight
Minions Firecracker Hog Rider Arrows Wizard
Minions
Knight Hog Rider Firecracker
Firecracker
Knight Hog Rider Minions
Hog Rider
Arrows Knight Minions Firecracker Wizard
Wizard
Knight Hog Rider
Skeleton Army
Electro Giant

Defense Synergies 2 6

Arrows
Knight
Knight
Minions Firecracker Arrows Wizard Skeleton Army
Minions
Knight Firecracker
Firecracker
Knight Minions Skeleton Army
Hog Rider
Wizard
Knight Skeleton Army
Skeleton Army
Knight Firecracker Wizard
Electro Giant

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 Minions Firecracker Wizard
Skeleton Army Knight Minions Firecracker
Skeleton Army Knight Minions
Skeleton Army Knight Minions Firecracker
Arrows Firecracker Skeleton Army
Arrows Skeleton Army Minions Firecracker
Minions Arrows Firecracker Wizard
Arrows Electro Giant
Minions Skeleton Army
Knight Skeleton Army Firecracker
Minions Skeleton Army Arrows Knight Firecracker Wizard Electro Giant
Arrows Minions Firecracker Wizard
Skeleton Army Knight Minions Wizard
Wizard Skeleton Army Arrows Minions Firecracker
Skeleton Army Knight
Skeleton Army Electro Giant
Wizard Arrows Knight Minions Firecracker Skeleton Army
Arrows Knight Minions Firecracker Wizard Skeleton Army
Arrows Wizard Knight Minions Firecracker
Wizard Skeleton Army Arrows Knight Minions Firecracker Electro Giant

Counters to secondary win conditions

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

Knight Skeleton Army Electro Giant
Arrows Knight Firecracker Wizard
Skeleton Army Knight Minions
Skeleton Army Knight
Knight Skeleton Army
Arrows Firecracker Wizard Electro Giant Minions
Skeleton Army Knight Minions
Knight Skeleton Army
Knight Minions Firecracker Skeleton Army
Skeleton Army
Knight Minions
Skeleton Army Arrows Electro Giant
Skeleton Army Knight Wizard
Wizard Firecracker Skeleton Army Electro Giant
Skeleton Army Electro Giant Knight Minions Firecracker
Arrows Minions Firecracker Wizard Electro Giant

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 Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker
Wizard Arrows Firecracker
Arrows Firecracker Wizard Electro Giant Minions
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Minions
Firecracker Arrows Knight Wizard
Arrows Firecracker Wizard
Knight Firecracker
Arrows Minions Firecracker
Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Minions
Arrows Firecracker Wizard
Arrows Firecracker Wizard Electro Giant
Minions
Arrows Wizard
Arrows
Arrows Firecracker Electro Giant Wizard
Arrows Firecracker Wizard
Arrows Wizard
Arrows Firecracker
Arrows Firecracker Wizard Electro Giant
Minions Firecracker Wizard Electro Giant
Arrows Wizard
Arrows Firecracker
Arrows Firecracker Wizard
Minions Skeleton Army
Arrows Firecracker Wizard
Arrows
Knight Firecracker Wizard
Arrows Firecracker Wizard
Arrows Electro Giant
Firecracker
Electro Giant Minions Firecracker
Firecracker
Firecracker Electro Giant

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