My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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!

Similar decks

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 Skeleton Barrel Firecracker

Offensive cards

Win conditions

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

Skeleton Barrel Hog Rider Wall Breakers

Damage spells

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

Arrows Rage

Punishments

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

Skeleton Barrel Hog Rider Wall Breakers

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 Skeleton Barrel Hog Rider Wall Breakers

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.

Skeleton Barrel Firecracker 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
Skeleton Barrel Hog Rider Wall Breakers
Giant Snowball
Cannon Skeleton Barrel Hog Rider Wall Breakers
Zap
Cannon Skeleton Barrel Firecracker Wall Breakers
Barbarian Barrel
Knight Cannon Skeleton Barrel Firecracker Wall Breakers
The Log
Cannon Skeleton Barrel Firecracker Hog Rider Wall Breakers
Earthquake
Cannon Firecracker Hog Rider
Arrows
Skeleton Barrel Firecracker Wall Breakers
Royal Delivery
Knight Skeleton Barrel Firecracker Hog Rider Wall Breakers
Fireball
Cannon Skeleton Barrel Firecracker Hog Rider Wall Breakers
Poison
Cannon Skeleton Barrel Firecracker
Lightning
Knight Cannon
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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 Skeleton Barrel Rage

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Rage Arrows Knight Cannon Skeleton Barrel Firecracker Hog Rider

Shortest cycle

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

10 Wall Breakers Rage Arrows Knight

Attack Synergies 8 6

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 Knight Skeleton Barrel Wall Breakers
Knight
Skeleton Barrel Firecracker Hog Rider Wall Breakers Arrows
Cannon
Skeleton Barrel
Knight Firecracker Arrows Hog Rider Wall Breakers
Firecracker
Knight Skeleton Barrel Hog Rider Wall Breakers
Hog Rider
Arrows Knight Firecracker Rage Skeleton Barrel
Wall Breakers
Knight Arrows Skeleton Barrel Firecracker
Rage
Hog Rider

Defense Synergies 2 3

Arrows
Knight Cannon
Knight
Cannon Firecracker Arrows
Cannon
Knight Arrows Firecracker
Skeleton Barrel
Firecracker
Knight Cannon
Hog Rider
Wall Breakers
Rage

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 Skeleton Barrel Firecracker
Knight Cannon Firecracker
Cannon Knight
Cannon Knight Firecracker
Arrows Firecracker
Arrows Cannon Firecracker
Arrows Cannon Firecracker
Arrows Cannon Skeleton Barrel
Cannon
Knight Cannon Firecracker
Arrows Knight Cannon Firecracker
Arrows Firecracker
Cannon Knight
Arrows Cannon Firecracker
Knight Cannon
Cannon
Arrows Knight Cannon Firecracker
Arrows Cannon Knight Firecracker
Arrows Knight Cannon Firecracker
Cannon
Arrows Knight Cannon Firecracker

Counters to secondary win conditions

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

Knight
Arrows Knight Skeleton Barrel Firecracker
Knight
Knight
Knight Cannon
Arrows Firecracker Skeleton Barrel
Knight
Knight
Knight Firecracker
Cannon
Knight
Arrows
Knight Cannon
Cannon Firecracker
Knight Firecracker
Arrows Cannon Firecracker

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.)

Skeleton Barrel Arrows Knight Firecracker
Arrows Firecracker Skeleton Barrel
Arrows Skeleton Barrel
Arrows Knight Skeleton Barrel Firecracker
Arrows Firecracker
Arrows Firecracker Skeleton Barrel
Arrows Firecracker
Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Firecracker Arrows Knight Skeleton Barrel
Arrows Firecracker
Knight Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Arrows
Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Arrows
Arrows Skeleton Barrel
Arrows Firecracker
Arrows Firecracker Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel Firecracker
Arrows Firecracker
Skeleton Barrel Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Skeleton Barrel
Arrows Firecracker
Arrows
Knight Firecracker
Arrows Skeleton Barrel Firecracker
Arrows
Firecracker
Firecracker
Firecracker
Skeleton Barrel Firecracker

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