My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Void Phoenix

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.

Rascals Zappies

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.

Rascals Zappies 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 The Log

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.

Barbarians Rascals 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.

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
Hog Rider Guards
Giant Snowball
Barbarians Hog Rider Zappies Guards
Zap
Zappies Guards
Barbarian Barrel
Barbarians Rascals Zappies Guards
The Log
Barbarians Rascals Hog Rider Zappies Guards
Earthquake
Barbarians Hog Rider Zappies Guards
Arrows
Rascals Zappies Guards
Royal Delivery
Barbarians Rascals Hog Rider Zappies Guards
Fireball
Barbarians Rascals Hog Rider Zappies
Poison
Barbarians Rascals Zappies Guards
Lightning
Rocket
Barbarians Rascals Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Giant The Log

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 Electro 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.

Barbarians

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.

The Log Arrows Guards Hog Rider Zappies Barbarians Rascals Electro Giant

Shortest cycle

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

12 The Log Arrows Guards Hog Rider

Attack Synergies 2 6

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
Barbarians
Hog Rider
Rascals
Hog Rider Zappies
Hog Rider
Arrows The Log Barbarians Rascals Zappies Guards
Zappies
Rascals Hog Rider
Guards
Hog Rider The Log
Electro Giant
The Log
Hog Rider Guards

Defense Synergies 0 7

Arrows
Barbarians
Barbarians
Arrows Zappies
Rascals
The Log
Hog Rider
Zappies
Barbarians Guards Electro Giant The Log
Guards
Zappies The Log
Electro Giant
Zappies
The Log
Rascals Zappies Guards

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.

Zappies The Log
Barbarians Rascals Zappies The Log
Barbarians Rascals Zappies
Barbarians Rascals Zappies Guards
Arrows Barbarians The Log
Arrows The Log Rascals Zappies Guards
Arrows Rascals Zappies
Arrows Barbarians Rascals Electro Giant The Log
Barbarians Zappies Rascals
Guards Barbarians Rascals Zappies
Barbarians Guards Arrows Rascals Zappies Electro Giant The Log
Arrows Rascals Zappies
Barbarians Rascals Zappies Guards The Log
Arrows Barbarians Rascals Zappies Guards The Log
Barbarians Rascals Zappies
Barbarians Rascals Zappies Electro Giant The Log
Barbarians Arrows Rascals Zappies
Arrows Barbarians Rascals Zappies Guards The Log
Arrows The Log Barbarians Rascals Zappies Guards
Barbarians Zappies
Rascals Arrows Barbarians Zappies Guards Electro Giant The Log

Counters to secondary win conditions

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

Barbarians Rascals Guards Zappies Electro Giant
Arrows The Log
Barbarians Zappies Guards Rascals The Log
Guards Barbarians Rascals Zappies The Log
Barbarians Rascals Zappies Guards
Arrows Electro Giant Rascals Zappies
Rascals Guards Barbarians Zappies
Barbarians Rascals Zappies
Barbarians Zappies The Log
Barbarians Zappies Guards
Barbarians Rascals Zappies Guards
Arrows Barbarians Guards Electro Giant The Log
Barbarians Rascals Zappies Guards
Barbarians Rascals Zappies Electro Giant
Barbarians Rascals Zappies Guards Electro Giant The Log
Arrows Barbarians Rascals Zappies Electro Giant The Log

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 Rascals Guards The Log
Arrows The Log
Arrows The Log
Arrows Barbarians Rascals Guards The Log
Arrows The Log
Arrows Electro Giant
Arrows The Log
Arrows The Log
Arrows The Log
Guards
Arrows The Log
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Arrows The Log
Arrows Electro Giant The Log
The Log
Arrows
The Log
Arrows Barbarians The Log
Arrows Electro Giant The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Electro Giant
Zappies Guards Electro Giant
Arrows The Log
Arrows Zappies
Arrows The Log
Barbarians Zappies Guards
Arrows Zappies
Arrows The Log
Rascals
Arrows The Log
Arrows Electro Giant
Electro Giant Rascals Zappies Guards The Log
Zappies
Electro Giant The Log

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