My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers

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.

Archers

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.

Goblins 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
Archers Hog Rider
Giant Snowball
Goblins Archers Barbarians Hog Rider
Zap
Goblins Archers
Barbarian Barrel
Goblins Archers Barbarians Bomb Tower
The Log
Goblins Archers Barbarians Hog Rider
Earthquake
Archers Barbarians Bomb Tower Hog Rider
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Barbarians Hog Rider
Fireball
Archers Barbarians Bomb Tower Hog Rider
Poison
Archers Barbarians Bomb Tower
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 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.

Goblins 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Archers Arrows Fireball Bomb Tower Hog Rider Freeze Barbarians

Shortest cycle

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

12 Goblins Archers Arrows Fireball

Attack Synergies 5 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.

Goblins
Hog Rider Archers
Archers
Goblins Arrows Hog Rider
Arrows
Fireball Hog Rider Archers Freeze
Barbarians
Hog Rider
Fireball
Arrows Hog Rider Freeze
Bomb Tower
Hog Rider
Goblins Arrows Fireball Freeze Archers Barbarians
Freeze
Hog Rider Arrows Fireball

Defense Synergies 0 8

Goblins
Archers Freeze
Archers
Goblins Bomb Tower
Arrows
Barbarians Fireball Bomb Tower
Barbarians
Arrows
Fireball
Arrows Bomb Tower Freeze
Bomb Tower
Archers Arrows Fireball
Hog Rider
Freeze
Goblins 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.

Fireball
Barbarians Bomb Tower Goblins
Barbarians Bomb Tower Goblins Archers Freeze
Barbarians Bomb Tower Goblins
Arrows Barbarians Fireball Bomb Tower
Arrows Fireball Freeze Goblins Archers Bomb Tower
Archers Arrows Fireball Bomb Tower Freeze
Arrows Barbarians Fireball Bomb Tower
Barbarians Goblins Bomb Tower
Goblins Archers Barbarians
Goblins Archers Barbarians Arrows Fireball Bomb Tower Freeze
Arrows Archers Fireball
Barbarians Bomb Tower Fireball Freeze
Fireball Bomb Tower Goblins Arrows Barbarians Freeze
Barbarians Bomb Tower
Barbarians Bomb Tower Fireball Freeze
Barbarians Bomb Tower Goblins Arrows Fireball
Arrows Fireball Bomb Tower Goblins Archers Barbarians
Arrows Bomb Tower Freeze Archers Barbarians Fireball
Barbarians Bomb Tower
Goblins Archers Arrows Barbarians Fireball Bomb Tower

Counters to secondary win conditions

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

Barbarians Goblins Archers Fireball
Fireball Archers Arrows Bomb Tower
Barbarians Goblins Bomb Tower
Barbarians Fireball
Barbarians
Arrows Fireball Archers Bomb Tower Freeze
Goblins Archers Barbarians Fireball Bomb Tower
Barbarians Bomb Tower
Freeze Goblins Barbarians Fireball Bomb Tower
Barbarians
Barbarians Bomb Tower
Arrows Barbarians Fireball
Barbarians Fireball Bomb Tower
Archers Barbarians Fireball Bomb Tower
Barbarians Goblins Archers Fireball Bomb Tower Freeze
Arrows Archers 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 Freeze
Arrows Fireball
Arrows Fireball
Arrows Barbarians Fireball Freeze
Fireball Arrows
Arrows Fireball Freeze
Archers Arrows
Arrows Fireball Freeze
Arrows Fireball
Goblins Fireball
Arrows Fireball
Fireball Archers Arrows
Fireball
Arrows Fireball Freeze
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Freeze
Archers Arrows Fireball
Arrows Fireball
Fireball
Arrows Fireball
Arrows Barbarians Fireball
Arrows Freeze Fireball
Arrows Fireball
Fireball Arrows
Fireball Arrows
Archers Arrows Fireball
Fireball Freeze
Fireball
Arrows Fireball
Arrows Fireball Freeze
Arrows Fireball
Archers Barbarians Fireball Freeze
Fireball Archers Arrows
Freeze
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Fireball Freeze
Fireball
Fireball Freeze

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