My Best Clash Royale Deck

Deck Check Rating

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

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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.

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.

Wizard Giant Skeleton

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 Fireball Tornado

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.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Giant Skeleton

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 Giant Skeleton

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 Guards Giant Skeleton
Giant Snowball
Hog Rider Guards
Zap
Guards
Barbarian Barrel
Wizard Guards Giant Skeleton
The Log
Hog Rider Guards Giant Skeleton
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Wizard Guards Giant Skeleton
Fireball
Hog Rider Wizard
Poison
Wizard Guards
Lightning
Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard Tornado

Ladder info

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 Guards Tornado Giant Skeleton

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.

Fireball

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Guards Tornado Fireball Hog Rider Wizard Giant Skeleton

Shortest cycle

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

9 Mirror Arrows Guards Tornado

Attack Synergies 7 10

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
Fireball Hog Rider Mirror Giant Skeleton
Fireball
Arrows Hog Rider Mirror Tornado
Hog Rider
Arrows Fireball Wizard Mirror Guards Tornado Giant Skeleton
Wizard
Tornado Hog Rider Giant Skeleton
Mirror
Arrows Fireball Hog Rider Tornado Giant Skeleton
Guards
Hog Rider
Tornado
Fireball Wizard Hog Rider Mirror Giant Skeleton
Giant Skeleton
Arrows Hog Rider Wizard Mirror Tornado

Defense Synergies 5 7

Arrows
Mirror Fireball Tornado Giant Skeleton
Fireball
Mirror Tornado Arrows
Hog Rider
Wizard
Tornado Guards Giant Skeleton
Mirror
Arrows Fireball Tornado
Guards
Wizard Giant Skeleton
Tornado
Fireball Wizard Mirror Arrows Giant Skeleton
Giant Skeleton
Arrows Wizard Guards Tornado

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.

Fireball Wizard
Tornado Giant Skeleton
Guards
Arrows Fireball Tornado Giant Skeleton
Arrows Fireball Tornado Guards
Tornado Arrows Fireball Wizard
Arrows Fireball Giant Skeleton
Tornado
Guards Tornado Giant Skeleton
Guards Arrows Fireball Wizard Tornado Giant Skeleton
Arrows Fireball Wizard Tornado
Fireball Wizard Guards Giant Skeleton
Fireball Wizard Arrows Guards Tornado
Tornado Fireball
Wizard Arrows Fireball Tornado
Arrows Fireball Wizard Guards Tornado
Arrows Wizard Tornado Fireball Guards Giant Skeleton
Tornado
Wizard Arrows Fireball Guards Giant Skeleton

Counters to secondary win conditions

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

Guards Fireball Giant Skeleton
Fireball Arrows Wizard
Guards Giant Skeleton
Guards Giant Skeleton Fireball Tornado
Giant Skeleton Guards
Arrows Fireball Wizard Tornado
Guards Fireball Giant Skeleton
Giant Skeleton
Giant Skeleton Fireball Tornado
Guards
Guards Giant Skeleton
Arrows Fireball Guards Tornado Giant Skeleton
Giant Skeleton Fireball Wizard Guards
Wizard Fireball
Guards Fireball Tornado Giant Skeleton
Arrows Fireball Wizard Giant Skeleton

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.)

Fireball Arrows Guards Giant Skeleton
Arrows Fireball Tornado
Arrows Fireball Giant Skeleton
Arrows Fireball Guards Giant Skeleton
Fireball Wizard Arrows
Arrows Fireball Wizard Tornado
Arrows Wizard Tornado
Arrows Fireball Wizard Tornado
Arrows Fireball Wizard Tornado
Fireball Guards Tornado
Arrows Fireball Wizard Tornado
Fireball Arrows Wizard Tornado
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball Tornado
Arrows Fireball Wizard
Arrows Fireball Wizard Tornado
Fireball Giant Skeleton
Arrows Fireball Wizard Tornado
Tornado
Arrows Fireball
Arrows Tornado Fireball Wizard
Arrows Fireball Wizard Tornado
Fireball Arrows Wizard Tornado
Fireball Arrows Tornado
Arrows Fireball Wizard Tornado
Fireball Wizard Guards
Fireball
Arrows Fireball Wizard
Arrows Fireball
Giant Skeleton
Arrows Fireball Wizard
Fireball Guards
Fireball Arrows Wizard Tornado
Arrows Fireball
Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball Tornado Giant Skeleton
Fireball Guards Tornado Giant Skeleton
Fireball Tornado
Fireball Tornado Giant Skeleton

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