My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

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!
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!
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.

Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 Electro Giant Monk

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.

Elite Barbarians 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 Elite Barbarians 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 Elite Barbarians Hog Rider Monk

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
Elite Barbarians Hog Rider
Giant Snowball
Cannon Hog Rider
Zap
Cannon Firecracker
Barbarian Barrel
Knight Cannon Firecracker Elite Barbarians
The Log
Cannon Firecracker Elite Barbarians Hog Rider
Earthquake
Cannon Firecracker Hog Rider
Arrows
Firecracker
Royal Delivery
Knight Firecracker Elite Barbarians Hog Rider
Fireball
Cannon Firecracker Elite Barbarians Hog Rider
Poison
Cannon Firecracker
Lightning
Knight Cannon Elite Barbarians Monk
Rocket
Elite Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Electro Giant

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 Knight 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.

Elite 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Cannon Firecracker Hog Rider Monk Elite Barbarians Electro Giant

Shortest cycle

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

12 Arrows Knight Cannon Firecracker

Attack Synergies 5 5

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
Elite Barbarians Hog Rider Knight
Knight
Firecracker Hog Rider Arrows Elite Barbarians
Cannon
Firecracker
Knight Hog Rider Elite Barbarians Monk
Elite Barbarians
Arrows Knight Firecracker Hog Rider
Hog Rider
Arrows Knight Firecracker Elite Barbarians
Electro Giant
Monk
Firecracker

Defense Synergies 2 5

Arrows
Knight Cannon Monk
Knight
Cannon Firecracker Arrows
Cannon
Knight Arrows Firecracker Electro Giant
Firecracker
Knight Cannon
Elite Barbarians
Hog Rider
Electro Giant
Cannon
Monk
Arrows

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 Cannon Firecracker
Elite Barbarians Knight Cannon Firecracker Monk
Cannon Knight Elite Barbarians
Cannon Elite Barbarians Knight Firecracker Monk
Arrows Firecracker Elite Barbarians Monk
Arrows Cannon Firecracker
Arrows Cannon Firecracker
Arrows Cannon Electro Giant Monk
Cannon Elite Barbarians
Knight Elite Barbarians Cannon Firecracker
Arrows Knight Cannon Firecracker Electro Giant
Arrows Firecracker
Cannon Knight Elite Barbarians
Arrows Cannon Firecracker
Elite Barbarians Knight Cannon
Monk Cannon Elite Barbarians Electro Giant
Arrows Knight Cannon Firecracker Elite Barbarians
Arrows Cannon Knight Firecracker Elite Barbarians
Arrows Knight Cannon Firecracker
Cannon Elite Barbarians
Arrows Knight Cannon Firecracker Elite Barbarians Electro Giant

Counters to secondary win conditions

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

Knight Elite Barbarians Electro Giant
Arrows Knight Firecracker Elite Barbarians Monk
Knight Elite Barbarians
Knight Elite Barbarians Monk
Knight Cannon Elite Barbarians
Arrows Firecracker Electro Giant Monk
Knight Elite Barbarians
Knight Elite Barbarians
Knight Firecracker Elite Barbarians Monk
Cannon
Knight Elite Barbarians
Monk Arrows Elite Barbarians Electro Giant
Elite Barbarians Knight Cannon
Cannon Firecracker Electro Giant
Elite Barbarians Electro Giant Knight Firecracker Monk
Arrows Cannon Firecracker Elite Barbarians 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 Monk
Arrows Firecracker Monk
Arrows
Arrows Knight Firecracker
Arrows Firecracker
Arrows Firecracker Electro Giant Monk
Arrows Firecracker
Arrows Firecracker
Arrows Monk Firecracker
Elite Barbarians
Firecracker Monk Arrows Knight
Monk Arrows Firecracker
Knight Firecracker Elite Barbarians
Arrows Firecracker Monk
Arrows Firecracker Elite Barbarians
Arrows Firecracker
Arrows Firecracker
Monk Arrows
Arrows Firecracker Monk
Arrows Firecracker Electro Giant Monk
Monk
Arrows
Monk
Arrows Monk
Arrows Firecracker Electro Giant
Arrows Firecracker Monk
Arrows Monk
Arrows Firecracker
Elite Barbarians Arrows Firecracker Electro Giant
Firecracker Electro Giant
Elite Barbarians
Arrows
Arrows Firecracker Monk
Arrows Firecracker Monk
Arrows Firecracker Monk
Arrows
Knight Firecracker
Arrows Firecracker
Monk Arrows Electro Giant
Firecracker Elite Barbarians
Electro Giant Firecracker Elite Barbarians
Firecracker
Firecracker Electro Giant Monk

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