My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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.

Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Knight Electro Wizard

Offensive cards

Win conditions

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

Mortar Royal Hogs

Damage spells

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

Arrows Fireball Poison

Punishments

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

Mortar Royal Hogs

Pump responses

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

Fireball Poison

Dropped at the bridge

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

Knight Mortar Barbarians Royal Hogs

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.

Royal Hogs Electro Wizard

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
Royal Hogs
Giant Snowball
Barbarians Royal Hogs
Zap
Mortar Royal Hogs
Barbarian Barrel
Knight Mortar Barbarians Royal Hogs Electro Wizard
The Log
Barbarians Royal Hogs
Earthquake
Mortar Barbarians Royal Hogs
Arrows
Royal Hogs
Royal Delivery
Knight Barbarians Royal Hogs Electro Wizard
Fireball
Mortar Barbarians Royal Hogs Electro Wizard
Poison
Mortar Barbarians Royal Hogs Electro Wizard
Lightning
Knight Mortar Electro Wizard
Rocket
Mortar Barbarians Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Fireball Poison

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 Poison

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.

Barbarians Fireball Electro Wizard

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 Mortar Fireball Poison Electro Wizard Barbarians Royal Hogs

Shortest cycle

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

14 Arrows Knight Mortar Fireball

Attack Synergies 3 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
Fireball Royal Hogs Knight Mortar
Knight
Mortar Arrows Fireball Royal Hogs Poison Electro Wizard
Mortar
Knight Arrows Fireball
Barbarians
Fireball
Arrows Knight Mortar Royal Hogs Electro Wizard
Royal Hogs
Arrows Knight Fireball Poison Electro Wizard
Poison
Knight Royal Hogs
Electro Wizard
Knight Fireball Royal Hogs

Defense Synergies 1 12

Arrows
Knight Mortar Barbarians Fireball
Knight
Electro Wizard Arrows Mortar Fireball Poison
Mortar
Arrows Knight Fireball Poison Electro Wizard
Barbarians
Arrows
Fireball
Arrows Knight Mortar Electro Wizard
Royal Hogs
Poison
Knight Mortar Electro Wizard
Electro Wizard
Knight Mortar Fireball Poison

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 Mortar Fireball Electro Wizard
Barbarians Knight Mortar Electro Wizard
Mortar Barbarians Knight Electro Wizard
Barbarians Knight Mortar Electro Wizard
Arrows Barbarians Fireball Poison
Arrows Fireball Electro Wizard
Electro Wizard Arrows Mortar Fireball Poison
Arrows Barbarians Fireball Poison Electro Wizard
Barbarians Mortar
Knight Barbarians Electro Wizard
Barbarians Poison Electro Wizard Arrows Knight Fireball
Arrows Fireball Poison Electro Wizard
Mortar Barbarians Knight Fireball Electro Wizard
Fireball Arrows Mortar Barbarians Poison Electro Wizard
Barbarians Knight Mortar Electro Wizard
Barbarians Mortar Fireball Electro Wizard
Barbarians Arrows Knight Mortar Fireball Poison Electro Wizard
Arrows Mortar Fireball Knight Barbarians Electro Wizard
Arrows Mortar Poison Knight Barbarians Fireball Electro Wizard
Barbarians Mortar Electro Wizard
Arrows Knight Barbarians Fireball Poison Electro Wizard

Counters to secondary win conditions

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

Knight Barbarians Fireball Electro Wizard
Fireball Poison Electro Wizard Arrows Knight Mortar
Barbarians Knight Electro Wizard
Knight Barbarians Fireball Electro Wizard
Barbarians Knight
Arrows Fireball Poison Electro Wizard
Knight Barbarians Fireball Electro Wizard
Knight Barbarians
Electro Wizard Knight Mortar Barbarians Fireball Poison
Barbarians
Knight Barbarians
Arrows Barbarians Fireball Poison Electro Wizard
Barbarians Knight Fireball
Barbarians Fireball
Barbarians Electro Wizard Knight Mortar Fireball Poison
Arrows Poison Barbarians Fireball Electro Wizard
Arrows Mortar Fireball

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 Poison Arrows Knight Mortar
Arrows Mortar Fireball Poison Electro Wizard
Arrows Fireball Poison
Arrows Knight Barbarians Fireball Poison
Fireball Poison Arrows Mortar
Arrows Fireball Poison
Arrows Mortar Poison
Arrows Fireball Poison
Arrows Fireball Poison Mortar
Fireball Poison Electro Wizard
Poison Arrows Knight Mortar Fireball Electro Wizard
Fireball Poison Arrows
Poison Knight Mortar Fireball
Arrows Mortar Fireball Poison
Arrows Mortar Fireball Poison
Arrows Mortar Fireball Poison
Arrows Mortar Fireball Poison
Arrows Mortar Fireball Poison
Arrows Mortar Fireball Poison Electro Wizard
Arrows Mortar Fireball Poison
Fireball Poison
Arrows Fireball Poison
Arrows Mortar Barbarians Fireball Poison
Arrows Poison Mortar Fireball
Arrows Mortar Fireball Poison Electro Wizard
Fireball Arrows Mortar Poison
Fireball Poison Arrows Mortar
Poison Arrows Fireball Electro Wizard
Electro Wizard Fireball Poison
Fireball
Poison Arrows Mortar Fireball
Arrows Fireball Poison Electro Wizard
Arrows Fireball Poison
Electro Wizard Barbarians Fireball
Fireball Poison Arrows Electro Wizard
Arrows Fireball
Fireball Poison Knight Electro Wizard
Arrows Mortar Fireball Poison
Arrows Fireball Poison
Fireball Poison Electro Wizard
Fireball Poison Electro Wizard
Poison Mortar Fireball Electro Wizard

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