My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Hunter

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.

Elixir Golem Battle Ram Hunter

Offensive cards

Win conditions

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

Elixir Golem Battle Ram Hog Rider

Damage spells

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

Rocket

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elixir Golem Battle Ram Hog Rider

Pump responses

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

Rocket

Dropped at the bridge

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

Elixir Golem Battle Ram Hog Rider

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
Minions Elixir Golem Battle Ram Hog Rider Guards Skeleton Army
Giant Snowball
Minions Battle Ram Hog Rider Guards Skeleton Army
Zap
Minions Battle Ram Guards Skeleton Army
Barbarian Barrel
Elixir Golem Battle Ram Guards Skeleton Army Hunter
The Log
Elixir Golem Battle Ram Hog Rider Guards Skeleton Army Hunter
Earthquake
Elixir Golem Hog Rider Guards Skeleton Army
Arrows
Minions Guards Skeleton Army
Royal Delivery
Minions Elixir Golem Battle Ram Hog Rider Guards Skeleton Army Hunter
Fireball
Minions Elixir Golem Battle Ram Hog Rider Skeleton Army Hunter
Poison
Minions Elixir Golem Guards Skeleton Army Hunter
Lightning
Battle Ram Hunter
Rocket
Hog Rider Hunter

Against air swarms

Spells and units that can counter air swarms.

Rocket Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Hunter

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.

Elixir Golem Battle Ram Rocket Guards Skeleton Army

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Minions Elixir Golem Guards Skeleton Army Battle Ram Hog Rider Hunter Rocket

Shortest cycle

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

12 Minions Elixir Golem Guards Skeleton Army

Attack Synergies 1 8

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.

Minions
Hog Rider Elixir Golem Battle Ram
Elixir Golem
Minions Hog Rider Hunter
Battle Ram
Minions Hunter
Hog Rider
Minions Elixir Golem Rocket Guards Hunter
Rocket
Hog Rider
Guards
Hog Rider
Skeleton Army
Hunter
Elixir Golem Battle Ram Hog Rider

Defense Synergies 1 2

Minions
Hunter
Elixir Golem
Battle Ram
Hog Rider
Rocket
Guards
Hunter Skeleton Army
Skeleton Army
Guards
Hunter
Guards Minions

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.

Rocket Minions
Skeleton Army Hunter Minions
Rocket Skeleton Army Hunter Minions
Skeleton Army Hunter Minions Guards
Rocket Skeleton Army
Skeleton Army Minions Guards Hunter
Minions Rocket Hunter
Rocket
Hunter Minions Skeleton Army
Guards Skeleton Army Hunter
Minions Guards Skeleton Army Hunter
Minions Hunter
Skeleton Army Hunter Minions Rocket Guards
Rocket Skeleton Army Minions Guards Hunter
Skeleton Army Hunter
Rocket Skeleton Army Hunter
Minions Skeleton Army Hunter
Minions Guards Skeleton Army Hunter
Hunter Minions Guards
Hunter
Skeleton Army Minions Guards Hunter

Counters to secondary win conditions

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

Guards Skeleton Army
Rocket Hunter
Guards Skeleton Army Minions Rocket Hunter
Rocket Guards Skeleton Army Hunter
Guards Skeleton Army Hunter
Rocket Minions Hunter
Rocket Guards Skeleton Army Minions Hunter
Skeleton Army Hunter
Rocket Minions Skeleton Army
Guards Skeleton Army
Minions Guards Hunter
Rocket Skeleton Army Guards
Rocket Skeleton Army Guards Hunter
Skeleton Army
Guards Skeleton Army Minions Rocket Hunter
Minions Hunter

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.)

Rocket Guards
Rocket
Rocket Guards
Rocket
Minions Rocket Hunter
Hunter
Rocket Minions Guards
Rocket
Rocket
Rocket Hunter
Minions Rocket
Rocket Hunter
Rocket
Rocket
Minions Rocket
Rocket Hunter
Rocket
Rocket Minions
Rocket
Rocket
Rocket
Hunter
Hunter
Rocket
Hunter
Rocket Minions Guards
Rocket Hunter
Rocket
Rocket
Minions Rocket Guards Skeleton Army
Rocket Hunter
Rocket Hunter
Rocket
Minions Rocket Guards
Rocket
Rocket

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