My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Firecracker Baby Dragon 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.

Firecracker Royal Recruits Baby Dragon Electro Wizard

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Fireball

Punishments

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

Mortar Royal Recruits 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.

Mortar Royal Recruits Hog Rider Battle Healer Baby Dragon

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.

Firecracker 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
Royal Recruits Hog Rider
Giant Snowball
Royal Recruits Hog Rider Baby Dragon
Zap
Firecracker Mortar
Barbarian Barrel
Firecracker Mortar Royal Recruits Electro Wizard
The Log
Firecracker Royal Recruits Hog Rider
Earthquake
Firecracker Mortar Hog Rider
Arrows
Firecracker Royal Recruits
Royal Delivery
Firecracker Royal Recruits Hog Rider Battle Healer Baby Dragon Electro Wizard
Fireball
Firecracker Mortar Hog Rider Battle Healer Baby Dragon Electro Wizard
Poison
Firecracker Mortar Royal Recruits Battle Healer Electro Wizard
Lightning
Mortar Battle Healer Baby Dragon Electro Wizard
Rocket
Mortar Hog Rider Battle Healer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Mortar Fireball Baby Dragon

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.

Royal Recruits Battle Healer Baby Dragon

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Mortar Fireball Hog Rider Battle Healer Baby Dragon Electro Wizard Royal Recruits

Shortest cycle

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

15 Firecracker Mortar Fireball Hog Rider

Attack Synergies 3 18

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.

Firecracker
Hog Rider Mortar Royal Recruits Battle Healer Baby Dragon
Mortar
Firecracker Fireball Hog Rider Battle Healer Baby Dragon
Royal Recruits
Firecracker Hog Rider Battle Healer Electro Wizard
Fireball
Hog Rider Mortar Baby Dragon Electro Wizard
Hog Rider
Firecracker Fireball Mortar Royal Recruits Battle Healer Baby Dragon Electro Wizard
Battle Healer
Baby Dragon Firecracker Mortar Royal Recruits Hog Rider Electro Wizard
Baby Dragon
Battle Healer Firecracker Mortar Fireball Hog Rider Electro Wizard
Electro Wizard
Royal Recruits Fireball Hog Rider Battle Healer Baby Dragon

Defense Synergies 1 11

Firecracker
Mortar Royal Recruits Battle Healer Baby Dragon Electro Wizard
Mortar
Firecracker Fireball Baby Dragon Electro Wizard
Royal Recruits
Firecracker
Fireball
Mortar Battle Healer Electro Wizard
Hog Rider
Battle Healer
Baby Dragon Firecracker Fireball Electro Wizard
Baby Dragon
Battle Healer Firecracker Mortar
Electro Wizard
Firecracker Mortar Fireball Battle Healer

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.

Firecracker Mortar Royal Recruits Fireball Baby Dragon Electro Wizard
Firecracker Mortar Royal Recruits Battle Healer Electro Wizard
Mortar Royal Recruits Electro Wizard
Royal Recruits Firecracker Mortar Electro Wizard
Firecracker Royal Recruits Fireball Battle Healer
Fireball Firecracker Baby Dragon Electro Wizard
Electro Wizard Firecracker Mortar Fireball Baby Dragon
Royal Recruits Fireball Battle Healer Baby Dragon Electro Wizard
Mortar Royal Recruits
Firecracker Royal Recruits Battle Healer Electro Wizard
Electro Wizard Firecracker Royal Recruits Fireball Baby Dragon
Firecracker Fireball Baby Dragon Electro Wizard
Mortar Royal Recruits Fireball Battle Healer Electro Wizard
Fireball Firecracker Mortar Royal Recruits Baby Dragon Electro Wizard
Royal Recruits Mortar Electro Wizard
Mortar Royal Recruits Fireball Electro Wizard
Firecracker Mortar Royal Recruits Fireball Electro Wizard
Mortar Fireball Firecracker Royal Recruits Battle Healer Baby Dragon Electro Wizard
Mortar Baby Dragon Firecracker Royal Recruits Fireball Battle Healer Electro Wizard
Mortar Royal Recruits Electro Wizard
Royal Recruits Firecracker Fireball Battle Healer Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Royal Recruits Fireball Battle Healer Electro Wizard
Fireball Electro Wizard Firecracker Mortar Battle Healer Baby Dragon
Royal Recruits Battle Healer Electro Wizard
Royal Recruits Fireball Battle Healer Electro Wizard
Royal Recruits Battle Healer
Firecracker Fireball Baby Dragon Electro Wizard
Royal Recruits Fireball Battle Healer Electro Wizard
Royal Recruits Battle Healer
Royal Recruits Electro Wizard Firecracker Mortar Fireball Baby Dragon
Royal Recruits
Royal Recruits
Royal Recruits Fireball Electro Wizard
Royal Recruits Fireball
Royal Recruits Firecracker Fireball Baby Dragon
Royal Recruits Electro Wizard Firecracker Mortar Fireball Battle Healer Baby Dragon
Firecracker Royal Recruits Fireball Battle Healer Baby Dragon 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.)

Fireball Firecracker Mortar Royal Recruits Baby Dragon
Firecracker Mortar Fireball Baby Dragon Electro Wizard
Fireball Baby Dragon
Firecracker Royal Recruits Fireball
Fireball Firecracker Mortar Baby Dragon
Firecracker Fireball Baby Dragon
Firecracker Mortar Baby Dragon
Fireball Firecracker Baby Dragon
Fireball Firecracker Mortar
Fireball Electro Wizard
Firecracker Mortar Royal Recruits Fireball Electro Wizard
Fireball Firecracker Baby Dragon
Firecracker Mortar Fireball Baby Dragon
Firecracker Mortar Fireball Baby Dragon
Firecracker Mortar Fireball Baby Dragon
Firecracker Mortar Fireball Baby Dragon
Firecracker Mortar Royal Recruits Fireball Baby Dragon
Mortar Fireball
Firecracker Mortar Fireball Baby Dragon Electro Wizard
Firecracker Mortar Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Mortar Royal Recruits Fireball Baby Dragon
Firecracker Mortar Fireball Baby Dragon
Firecracker Mortar Fireball Baby Dragon Electro Wizard
Fireball Mortar Baby Dragon
Fireball Firecracker Mortar Baby Dragon
Firecracker Fireball Baby Dragon Electro Wizard
Electro Wizard Firecracker Fireball
Fireball
Mortar Fireball
Firecracker Fireball Electro Wizard
Firecracker Fireball
Electro Wizard Royal Recruits Fireball
Fireball Firecracker Baby Dragon Electro Wizard
Fireball
Fireball Firecracker Baby Dragon Electro Wizard
Firecracker Mortar Fireball Baby Dragon
Fireball
Firecracker Royal Recruits
Firecracker Royal Recruits Fireball Baby Dragon Electro Wizard
Firecracker Fireball Electro Wizard
Firecracker Mortar Royal Recruits Fireball Baby Dragon Electro Wizard

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