My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Minions Inferno Dragon Magic Archer

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.

Inferno Dragon Magic Archer

Offensive cards

Win conditions

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

Hog Rider Wall Breakers Goblin Barrel

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 Wall Breakers Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

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

Hog Rider Wall Breakers Magic Archer

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 Goblin Barrel Magic Archer

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 Wall Breakers Goblin Barrel Inferno Dragon
Giant Snowball
Minions Hog Rider Wall Breakers Goblin Barrel Inferno Dragon
Zap
Minions Wall Breakers Goblin Barrel Inferno Dragon
Barbarian Barrel
Wall Breakers Goblin Barrel Magic Archer
The Log
Hog Rider Wall Breakers Goblin Barrel
Earthquake
Hog Rider Goblin Barrel
Arrows
Minions Wall Breakers Goblin Barrel
Royal Delivery
Minions Hog Rider Wall Breakers Goblin Barrel Inferno Dragon Magic Archer
Fireball
Minions Hog Rider Wall Breakers Goblin Barrel Inferno Dragon Magic Archer
Poison
Minions Magic Archer
Lightning
Inferno Dragon Magic Archer
Rocket
Hog Rider Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Magic Archer

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 Inferno Dragon

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.

Goblin Barrel

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 Goblin Barrel

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 Wall Breakers Arrows Minions Goblin Barrel Hog Rider Inferno Dragon Magic Archer

Shortest cycle

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

8 Mirror Wall Breakers Arrows Minions

Attack Synergies 4 9

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 Mirror Wall Breakers Goblin Barrel
Minions
Hog Rider Wall Breakers Inferno Dragon
Hog Rider
Arrows Minions Mirror Goblin Barrel Magic Archer
Mirror
Arrows Goblin Barrel Hog Rider Wall Breakers Magic Archer
Wall Breakers
Arrows Minions Mirror
Goblin Barrel
Mirror Arrows Hog Rider
Inferno Dragon
Minions
Magic Archer
Hog Rider Mirror

Defense Synergies 1 2

Arrows
Mirror
Minions
Hog Rider
Mirror
Arrows Inferno Dragon Magic Archer
Wall Breakers
Goblin Barrel
Inferno Dragon
Mirror
Magic Archer
Mirror

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.

Minions Magic Archer
Inferno Dragon Minions
Minions Inferno Dragon
Inferno Dragon Minions
Arrows
Arrows Minions Magic Archer
Minions Inferno Dragon Arrows Magic Archer
Arrows Magic Archer
Inferno Dragon Minions
Minions Arrows Magic Archer
Arrows Minions Inferno Dragon Magic Archer
Minions
Arrows Minions Magic Archer
Inferno Dragon
Inferno Dragon
Arrows Minions
Arrows Minions Magic Archer
Arrows Minions Inferno Dragon Magic Archer
Inferno Dragon
Arrows Minions

Counters to secondary win conditions

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

Arrows Inferno Dragon Magic Archer
Minions
Inferno Dragon
Arrows Minions Magic Archer
Minions
Inferno Dragon
Minions Inferno Dragon Magic Archer
Inferno Dragon
Inferno Dragon Minions
Arrows
Magic Archer
Minions Inferno Dragon Magic Archer
Arrows Minions Inferno Dragon Magic Archer

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.)

Magic Archer Arrows
Arrows Magic Archer
Arrows Magic Archer
Arrows
Arrows Magic Archer
Arrows Minions Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows
Minions
Arrows Magic Archer
Arrows Magic Archer
Magic Archer
Arrows Minions Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Magic Archer Arrows
Arrows
Minions
Arrows Magic Archer
Arrows Magic Archer
Minions Magic Archer
Arrows
Arrows
Arrows Magic Archer
Inferno Dragon
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Minions
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Minions Magic Archer
Arrows Magic Archer
Arrows
Magic Archer
Arrows Magic Archer
Arrows
Minions Magic Archer
Magic Archer
Magic Archer

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