My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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.

Minions

Defensive buildings

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

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Missing

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 Fireball Freeze

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.

Fireball

Dropped at the bridge

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

Barbarians 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 Hog Rider Guards
Giant Snowball
Minions Barbarians Hog Rider Guards
Zap
Minions Guards
Barbarian Barrel
Barbarians Bomb Tower Guards
The Log
Barbarians Hog Rider Guards
Earthquake
Barbarians Bomb Tower Hog Rider Guards
Arrows
Minions Guards
Royal Delivery
Minions Barbarians Hog Rider Guards
Fireball
Minions Barbarians Bomb Tower Hog Rider
Poison
Minions Barbarians Bomb Tower Guards
Lightning
Bomb Tower
Rocket
Barbarians Bomb Tower Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Bomb Tower Freeze

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 Freeze

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.

Fireball

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 Barbarians Fireball

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.

Arrows Minions Guards Fireball Bomb Tower Hog Rider Freeze Barbarians

Shortest cycle

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

13 Arrows Minions Guards Fireball

Attack Synergies 5 4

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
Fireball Hog Rider Freeze
Minions
Hog Rider
Barbarians
Hog Rider
Fireball
Arrows Hog Rider Freeze
Bomb Tower
Hog Rider
Arrows Minions Fireball Freeze Barbarians Guards
Guards
Hog Rider
Freeze
Hog Rider Arrows Fireball

Defense Synergies 0 6

Arrows
Barbarians Fireball Bomb Tower
Minions
Freeze
Barbarians
Arrows
Fireball
Arrows Bomb Tower Freeze
Bomb Tower
Arrows Fireball
Hog Rider
Guards
Freeze
Minions Fireball

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 Fireball
Barbarians Bomb Tower Minions
Barbarians Bomb Tower Minions Freeze
Barbarians Bomb Tower Minions Guards
Arrows Barbarians Fireball Bomb Tower
Arrows Fireball Freeze Minions Bomb Tower Guards
Minions Arrows Fireball Bomb Tower Freeze
Arrows Barbarians Fireball Bomb Tower
Barbarians Minions Bomb Tower
Guards Barbarians
Minions Barbarians Guards Arrows Fireball Bomb Tower Freeze
Arrows Minions Fireball
Barbarians Bomb Tower Minions Fireball Guards Freeze
Fireball Bomb Tower Arrows Minions Barbarians Guards Freeze
Barbarians Bomb Tower
Barbarians Bomb Tower Fireball Freeze
Barbarians Bomb Tower Arrows Minions Fireball
Arrows Fireball Bomb Tower Minions Barbarians Guards
Arrows Bomb Tower Freeze Minions Barbarians Fireball Guards
Barbarians Bomb Tower
Arrows Minions Barbarians Fireball Bomb Tower Guards

Counters to secondary win conditions

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

Barbarians Guards Fireball
Fireball Arrows Bomb Tower
Barbarians Guards Minions Bomb Tower
Guards Barbarians Fireball
Barbarians Guards
Arrows Fireball Minions Bomb Tower Freeze
Guards Minions Barbarians Fireball Bomb Tower
Barbarians Bomb Tower
Freeze Minions Barbarians Fireball Bomb Tower
Barbarians Guards
Minions Barbarians Bomb Tower Guards
Arrows Barbarians Fireball Guards
Barbarians Fireball Bomb Tower Guards
Barbarians Fireball Bomb Tower
Barbarians Guards Minions Fireball Bomb Tower Freeze
Arrows Minions Barbarians Fireball Bomb Tower Freeze

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.)

Fireball Arrows Guards Freeze
Arrows Fireball
Arrows Fireball
Arrows Barbarians Fireball Guards Freeze
Fireball Arrows
Arrows Fireball Minions Freeze
Arrows
Arrows Fireball Freeze
Arrows Fireball
Minions Fireball Guards
Arrows Fireball
Fireball Arrows
Fireball
Arrows Minions Fireball Freeze
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Freeze
Minions
Arrows Fireball
Arrows Fireball
Minions Fireball
Arrows Fireball
Arrows Barbarians Fireball
Arrows Freeze Fireball
Arrows Fireball
Fireball Arrows
Fireball Arrows
Arrows Fireball
Minions Fireball Guards Freeze
Fireball
Arrows Fireball
Arrows Fireball Freeze
Arrows Fireball
Minions Barbarians Fireball Guards Freeze
Fireball Arrows
Freeze
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Minions Fireball Guards Freeze
Fireball
Fireball Freeze

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