My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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.

Electro Wizard

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.

Electro Wizard

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 Tornado 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.

Rocket

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Rocket Tornado 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 Rocket Tornado Freeze

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Tornado Bomb Tower Hog Rider Freeze Electro Wizard Barbarians Rocket

Shortest cycle

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

14 Arrows Tornado Bomb Tower Hog Rider

Attack Synergies 3 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 Freeze
Barbarians
Hog Rider
Bomb Tower
Hog Rider
Arrows Freeze Barbarians Rocket Tornado Electro Wizard
Rocket
Tornado Hog Rider
Tornado
Rocket Hog Rider Freeze
Freeze
Hog Rider Arrows Tornado
Electro Wizard
Hog Rider

Defense Synergies 2 6

Arrows
Barbarians Bomb Tower Tornado
Barbarians
Arrows
Bomb Tower
Tornado Arrows Electro Wizard
Hog Rider
Rocket
Tornado
Tornado
Bomb Tower Rocket Arrows Electro Wizard
Freeze
Electro Wizard
Electro Wizard
Bomb Tower Tornado Freeze

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 Electro Wizard
Barbarians Bomb Tower Electro Wizard
Barbarians Bomb Tower Rocket Tornado Freeze Electro Wizard
Barbarians Bomb Tower Electro Wizard
Arrows Barbarians Bomb Tower Rocket Tornado
Arrows Tornado Freeze Bomb Tower Electro Wizard
Rocket Tornado Electro Wizard Arrows Bomb Tower Freeze
Rocket Arrows Barbarians Bomb Tower Electro Wizard
Barbarians Bomb Tower Tornado
Tornado Barbarians Electro Wizard
Barbarians Electro Wizard Arrows Bomb Tower Tornado Freeze
Arrows Tornado Electro Wizard
Barbarians Bomb Tower Rocket Freeze Electro Wizard
Bomb Tower Rocket Arrows Barbarians Tornado Freeze Electro Wizard
Barbarians Bomb Tower Electro Wizard
Barbarians Bomb Tower Rocket Tornado Freeze Electro Wizard
Barbarians Bomb Tower Arrows Tornado Electro Wizard
Arrows Bomb Tower Barbarians Tornado Electro Wizard
Arrows Bomb Tower Tornado Freeze Barbarians Electro Wizard
Barbarians Bomb Tower Tornado Electro Wizard
Arrows Barbarians Bomb Tower Electro Wizard

Counters to secondary win conditions

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

Barbarians Electro Wizard
Electro Wizard Arrows Bomb Tower Rocket
Barbarians Bomb Tower Rocket Electro Wizard
Rocket Barbarians Tornado Electro Wizard
Barbarians
Arrows Rocket Bomb Tower Tornado Freeze Electro Wizard
Rocket Barbarians Bomb Tower Electro Wizard
Barbarians Bomb Tower
Rocket Freeze Electro Wizard Barbarians Bomb Tower Tornado
Barbarians
Barbarians Bomb Tower
Rocket Arrows Barbarians Tornado Electro Wizard
Barbarians Rocket Bomb Tower
Barbarians Bomb Tower
Barbarians Electro Wizard Bomb Tower Rocket Tornado Freeze
Arrows Barbarians Bomb Tower Freeze Electro Wizard

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 Rocket Freeze
Arrows Tornado Electro Wizard
Rocket Arrows
Arrows Barbarians Rocket Freeze
Rocket Arrows
Arrows Rocket Tornado Freeze
Arrows Tornado
Arrows Tornado Freeze
Arrows Tornado
Rocket Tornado Electro Wizard
Rocket Arrows Tornado Electro Wizard
Arrows Rocket Tornado
Rocket
Arrows Rocket Freeze
Arrows
Rocket Arrows
Arrows Rocket
Arrows Rocket Tornado Freeze
Rocket
Rocket Arrows Electro Wizard
Rocket Arrows Tornado
Rocket
Rocket Arrows Tornado
Rocket Tornado
Rocket Arrows Barbarians
Arrows Tornado Freeze
Arrows Tornado Electro Wizard
Arrows Tornado
Rocket Arrows Tornado
Arrows Tornado Electro Wizard
Rocket Electro Wizard Freeze
Arrows Rocket
Rocket Arrows Freeze Electro Wizard
Rocket Arrows
Electro Wizard Barbarians Rocket Freeze
Rocket Arrows Tornado Electro Wizard
Freeze
Arrows
Rocket Electro Wizard
Arrows
Rocket Arrows Tornado
Rocket Tornado Freeze Electro Wizard
Rocket Tornado Electro Wizard
Rocket Tornado Freeze Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: