My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Archers Goblin Gang Inferno Tower

Defensive buildings

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

Inferno 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 The Log

Punishments

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

Goblin Gang 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.

Goblin Gang 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 Goblin Gang Hog Rider
Giant Snowball
Archers Goblin Gang Barbarians Hog Rider
Zap
Archers Goblin Gang Inferno Tower
Barbarian Barrel
Archers Goblin Gang Barbarians Inferno Tower
The Log
Archers Goblin Gang Barbarians Hog Rider
Earthquake
Archers Goblin Gang Barbarians Hog Rider Inferno Tower
Arrows
Archers Goblin Gang
Royal Delivery
Archers Goblin Gang Barbarians Hog Rider
Fireball
Archers Goblin Gang Barbarians Hog Rider Inferno Tower
Poison
Archers Goblin Gang Barbarians Inferno Tower
Lightning
Inferno Tower
Rocket
Barbarians Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball The Log

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 Inferno Tower

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.

Goblin Gang 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.

The Log Archers Arrows Goblin Gang Fireball Hog Rider Barbarians Inferno Tower

Shortest cycle

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

11 The Log Archers Arrows Goblin Gang

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.

Archers
Arrows Hog Rider
Arrows
Fireball Hog Rider Archers
Goblin Gang
Hog Rider
Barbarians
Hog Rider
Fireball
Arrows Hog Rider The Log
Hog Rider
Arrows Goblin Gang Fireball The Log Archers Barbarians
Inferno Tower
The Log
Hog Rider Fireball

Defense Synergies 3 9

Archers
Goblin Gang Inferno Tower The Log
Arrows
Barbarians Fireball Inferno Tower
Goblin Gang
Inferno Tower Archers Barbarians The Log
Barbarians
Arrows Goblin Gang
Fireball
The Log Arrows Inferno Tower
Hog Rider
Inferno Tower
Goblin Gang The Log Archers Arrows Fireball
The Log
Fireball Inferno Tower Archers Goblin Gang

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 Inferno Tower The Log
Barbarians Inferno Tower Goblin Gang The Log
Goblin Gang Barbarians Inferno Tower Archers
Barbarians Inferno Tower Goblin Gang
Arrows Barbarians Fireball The Log
Arrows Goblin Gang Fireball The Log Archers
Inferno Tower Archers Arrows Goblin Gang Fireball
Arrows Barbarians Fireball Inferno Tower The Log
Barbarians Inferno Tower Goblin Gang
Goblin Gang Archers Barbarians Inferno Tower
Archers Goblin Gang Barbarians Arrows Fireball The Log
Arrows Inferno Tower Archers Goblin Gang Fireball
Barbarians Inferno Tower Goblin Gang Fireball The Log
Fireball Arrows Goblin Gang Barbarians The Log
Barbarians Inferno Tower Goblin Gang
Barbarians Inferno Tower Goblin Gang Fireball The Log
Barbarians Arrows Goblin Gang Fireball Inferno Tower
Arrows Fireball Archers Goblin Gang Barbarians The Log
Arrows The Log Archers Barbarians Fireball
Barbarians Inferno Tower
Goblin Gang Archers Arrows Barbarians Fireball The Log

Counters to secondary win conditions

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

Goblin Gang Barbarians Archers Fireball Inferno Tower
Fireball Archers Arrows Goblin Gang The Log
Goblin Gang Barbarians Inferno Tower The Log
Goblin Gang Barbarians Fireball Inferno Tower The Log
Barbarians Inferno Tower Goblin Gang
Arrows Fireball Archers Goblin Gang
Goblin Gang Archers Barbarians Fireball Inferno Tower
Inferno Tower Barbarians
Barbarians Fireball Inferno Tower The Log
Inferno Tower Goblin Gang Barbarians
Barbarians Inferno Tower
Arrows Barbarians Fireball The Log
Barbarians Goblin Gang Fireball Inferno Tower
Archers Barbarians Fireball
Goblin Gang Barbarians Inferno Tower Archers Fireball The Log
Arrows Archers Barbarians Fireball Inferno Tower The Log

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 The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Barbarians Fireball The Log
Fireball Arrows The Log
Arrows Fireball
Archers Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Goblin Gang Fireball
Arrows Fireball The Log
Fireball Archers Arrows
Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Archers Arrows Fireball The Log
Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Barbarians Fireball The Log
Arrows The Log Fireball
Arrows Fireball The Log
Fireball Arrows The Log
Fireball Arrows The Log
Archers Arrows Fireball
Fireball
Fireball
Arrows Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Archers Goblin Gang Barbarians Fireball
Fireball Archers Arrows
Arrows The Log Fireball
Fireball Goblin Gang
Arrows The Log Fireball
Arrows Fireball
Goblin Gang Fireball The Log
Fireball
Fireball The Log

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