My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Minion Horde

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.

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 Rocket Rage

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.

Rocket

Dropped at the bridge

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

Barbarians Minion Horde 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
Minion Horde Hog Rider Giant Skeleton
Giant Snowball
Barbarians Minion Horde Hog Rider
Zap
Minion Horde
Barbarian Barrel
Barbarians Giant Skeleton
The Log
Barbarians Hog Rider Giant Skeleton
Earthquake
Barbarians Hog Rider
Arrows
Minion Horde
Royal Delivery
Barbarians Minion Horde Hog Rider Giant Skeleton
Fireball
Barbarians Minion Horde Hog Rider
Poison
Barbarians Minion Horde
Lightning
Rocket
Barbarians Minion Horde Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket

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 Rocket Rage Giant Skeleton

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 Minion Horde

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.

Mirror Rage Arrows Hog Rider Barbarians Minion Horde Rocket Giant Skeleton

Shortest cycle

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

9 Mirror Rage Arrows Hog Rider

Attack Synergies 4 11

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 Giant Skeleton
Barbarians
Hog Rider
Minion Horde
Rage Hog Rider Mirror Giant Skeleton
Hog Rider
Arrows Rage Barbarians Minion Horde Rocket Mirror Giant Skeleton
Rocket
Hog Rider Mirror
Mirror
Arrows Minion Horde Hog Rider Rocket Giant Skeleton
Rage
Minion Horde Hog Rider Giant Skeleton
Giant Skeleton
Arrows Minion Horde Hog Rider Mirror Rage

Defense Synergies 2 3

Arrows
Mirror Barbarians Giant Skeleton
Barbarians
Arrows Minion Horde
Minion Horde
Mirror Barbarians
Hog Rider
Rocket
Mirror
Arrows Minion Horde
Rage
Giant Skeleton
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.

Rocket Minion Horde
Barbarians Minion Horde
Barbarians Minion Horde Rocket Giant Skeleton
Barbarians Minion Horde
Arrows Barbarians Rocket Giant Skeleton
Arrows
Minion Horde Rocket Arrows
Rocket Arrows Barbarians Giant Skeleton
Barbarians Minion Horde
Barbarians Minion Horde Giant Skeleton
Barbarians Minion Horde Arrows Giant Skeleton
Arrows Minion Horde
Barbarians Minion Horde Rocket Giant Skeleton
Rocket Arrows Barbarians Minion Horde
Barbarians Minion Horde
Barbarians Minion Horde Rocket
Barbarians Minion Horde Arrows
Arrows Barbarians Minion Horde
Arrows Barbarians Giant Skeleton
Barbarians
Arrows Barbarians Minion Horde Giant Skeleton

Counters to secondary win conditions

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

Barbarians Giant Skeleton
Arrows Rocket
Barbarians Giant Skeleton Minion Horde Rocket
Rocket Giant Skeleton Barbarians Minion Horde
Barbarians Giant Skeleton Minion Horde
Arrows Rocket Minion Horde
Rocket Barbarians Minion Horde Giant Skeleton
Giant Skeleton Barbarians Minion Horde
Minion Horde Rocket Giant Skeleton Barbarians
Barbarians Minion Horde
Barbarians Minion Horde Giant Skeleton
Rocket Arrows Barbarians Giant Skeleton
Barbarians Rocket Giant Skeleton Minion Horde
Barbarians Minion Horde
Barbarians Minion Horde Rocket Giant Skeleton
Arrows Barbarians Minion Horde 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.)

Arrows Minion Horde Rocket Giant Skeleton
Arrows
Rocket Arrows Minion Horde Giant Skeleton
Arrows Barbarians Rocket Giant Skeleton
Rocket Arrows Minion Horde
Arrows Minion Horde Rocket
Arrows Minion Horde
Arrows
Arrows
Rocket Minion Horde
Rocket Arrows Minion Horde
Arrows Rocket
Rocket
Arrows Minion Horde Rocket
Arrows
Rocket Arrows Minion Horde
Arrows Minion Horde Rocket
Arrows Rocket
Minion Horde Rocket
Rocket Arrows
Rocket Arrows
Rocket Minion Horde Giant Skeleton
Rocket Arrows
Rocket
Rocket Arrows Barbarians Minion Horde
Arrows
Minion Horde
Arrows
Arrows
Rocket Arrows
Arrows Minion Horde
Rocket Minion Horde
Minion Horde
Arrows Minion Horde Rocket
Rocket Arrows Minion Horde
Minion Horde Giant Skeleton
Rocket Arrows
Minion Horde Barbarians Rocket
Rocket Arrows
Arrows
Minion Horde Rocket
Arrows
Rocket Arrows Giant Skeleton
Minion Horde
Minion Horde Rocket Giant Skeleton
Rocket
Rocket Giant Skeleton

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